/* * Copyright 2011-2019 Branimir Karadzic. All rights reserved. * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause */ #ifndef DEBUGDRAW_H_HEADER_GUARD #define DEBUGDRAW_H_HEADER_GUARD #include #include #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; } /// void ddInit(bx::AllocatorI* _allocator = NULL); /// 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); /// void pushTransform(const void* _mtx); /// void popTransform(); /// void moveTo(float _x, float _y, float _z = 0.0f); /// void moveTo(const bx::Vec3& _pos); /// void lineTo(float _x, float _y, float _z = 0.0f); /// void lineTo(const bx::Vec3& _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 Triangle& _triangle); /// 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); /// 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); /// void drawQuad(const bx::Vec3& _normal, const bx::Vec3& _center, float _size); /// void drawQuad(SpriteHandle _handle, const bx::Vec3& _normal, const bx::Vec3& _center, float _size); /// void drawQuad(bgfx::TextureHandle _handle, const bx::Vec3& _normal, const bx::Vec3& _center, float _size); /// void drawCone(const bx::Vec3& _from, const bx::Vec3& _to, float _radius); /// void drawCylinder(const bx::Vec3& _from, const bx::Vec3& _to, float _radius); /// 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); /// void drawGrid(const bx::Vec3& _normal, const bx::Vec3& _center, uint32_t _size = 20, float _step = 1.0f); /// 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]; }; /// class DebugDrawEncoderScopePush { public: /// DebugDrawEncoderScopePush(DebugDrawEncoder& _dde); /// ~DebugDrawEncoderScopePush(); private: DebugDrawEncoder& m_dde; }; #endif // DEBUGDRAW_H_HEADER_GUARD