bgfx/examples/common/debugdraw/debugdraw.h

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/*
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* Copyright 2011-2018 Branimir Karadzic. All rights reserved.
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* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
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*/
#ifndef DEBUGDRAW_H_HEADER_GUARD
#define DEBUGDRAW_H_HEADER_GUARD
#include <bx/allocator.h>
#include "../bounds.h"
struct Axis
{
enum Enum
{
X,
Y,
Z,
Count
};
};
struct DdVertex
{
float x, y, z;
};
struct SpriteHandle { uint16_t idx; };
inline bool isValid(SpriteHandle _handle) { return _handle.idx != UINT16_MAX; }
struct GeometryHandle { uint16_t idx; };
inline bool isValid(GeometryHandle _handle) { return _handle.idx != UINT16_MAX; }
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///
void ddInit(bx::AllocatorI* _allocator = NULL);
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///
void ddShutdown();
///
SpriteHandle ddCreateSprite(uint16_t _width, uint16_t _height, const void* _data);
///
void ddDestroy(SpriteHandle _handle);
///
GeometryHandle ddCreateGeometry(uint32_t _numVertices, const DdVertex* _vertices, uint32_t _numIndices = 0, const void* _indices = NULL, bool _index32 = false);
///
void ddDestroy(GeometryHandle _handle);
struct DebugDrawEncoder
{
///
DebugDrawEncoder();
///
~DebugDrawEncoder();
///
void begin(uint16_t _viewId, bool _depthTestLess = true, bgfx::Encoder* _encoder = NULL);
///
void end();
///
void push();
///
void pop();
///
void setDepthTestLess(bool _depthTestLess);
///
void setState(bool _depthTest, bool _depthWrite, bool _clockwise);
///
void setColor(uint32_t _abgr);
///
void setLod(uint8_t _lod);
///
void setWireframe(bool _wireframe);
///
void setStipple(bool _stipple, float _scale = 1.0f, float _offset = 0.0f);
///
void setSpin(float _spin);
///
void setTransform(const void* _mtx);
///
void setTranslate(float _x, float _y, float _z);
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///
void pushTransform(const void* _mtx);
///
void popTransform();
///
void moveTo(float _x, float _y, float _z = 0.0f);
///
void moveTo(const void* _pos);
///
void lineTo(float _x, float _y, float _z = 0.0f);
///
void lineTo(const void* _pos);
///
void close();
///
void draw(const Aabb& _aabb);
///
void draw(const Cylinder& _cylinder);
///
void draw(const Capsule& _capsule);
///
void draw(const Disk& _disk);
///
void draw(const Obb& _obb);
///
void draw(const Sphere& _sphere);
///
void draw(const Cone& _cone);
///
void draw(GeometryHandle _handle);
///
void drawLineList(uint32_t _numVertices, const DdVertex* _vertices, uint32_t _numIndices = 0, const uint16_t* _indices = NULL);
///
void drawTriList(uint32_t _numVertices, const DdVertex* _vertices, uint32_t _numIndices = 0, const uint16_t* _indices = NULL);
///
void drawFrustum(const void* _viewProj);
///
void drawArc(Axis::Enum _axis, float _x, float _y, float _z, float _radius, float _degrees);
///
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void drawCircle(const bx::Vec3& _normal, const bx::Vec3& _center, float _radius, float _weight = 0.0f);
///
void drawCircle(Axis::Enum _axis, float _x, float _y, float _z, float _radius, float _weight = 0.0f);
///
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void drawQuad(const bx::Vec3& _normal, const bx::Vec3& _center, float _size);
///
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void drawQuad(SpriteHandle _handle, const bx::Vec3& _normal, const bx::Vec3& _center, float _size);
///
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void drawQuad(bgfx::TextureHandle _handle, const bx::Vec3& _normal, const bx::Vec3& _center, float _size);
///
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void drawCone(const bx::Vec3& _from, const bx::Vec3& _to, float _radius);
///
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void drawCylinder(const bx::Vec3& _from, const bx::Vec3& _to, float _radius);
///
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void drawCapsule(const bx::Vec3& _from, const bx::Vec3& _to, float _radius);
///
void drawAxis(float _x, float _y, float _z, float _len = 1.0f, Axis::Enum _highlight = Axis::Count, float _thickness = 0.0f);
///
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void drawGrid(const bx::Vec3& _normal, const bx::Vec3& _center, uint32_t _size = 20, float _step = 1.0f);
///
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void drawGrid(Axis::Enum _axis, const bx::Vec3& _center, uint32_t _size = 20, float _step = 1.0f);
///
void drawOrb(float _x, float _y, float _z, float _radius, Axis::Enum _highlight = Axis::Count);
BX_ALIGN_DECL_CACHE_LINE(uint8_t) m_internal[50<<10];
};
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#endif // DEBUGDRAW_H_HEADER_GUARD