Files
test/source/blender/draw/intern/draw_debug.cc
Clément Foucault 6e5b7f6375 Refactor: DRW: Make DRWManager more C++ oriented
This wrap some functions as class methods
and rename members to reduce confusion with
the old class meaning.

Rename the old DRWManager to DRWContext.

Also wrap access to DST inside a function
to allow to change it to thread local in a
following PR.

Pull Request: https://projects.blender.org/blender/blender/pulls/135268
2025-02-28 17:26:07 +01:00

394 lines
11 KiB
C++

/* SPDX-FileCopyrightText: 2018 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup draw
*
* \brief Simple API to draw debug shapes in the viewport.
*/
#include "BKE_object.hh"
#include "BLI_math_matrix.h"
#include "BLI_math_matrix.hh"
#include "GPU_batch.hh"
#include "GPU_debug.hh"
#include "draw_debug.hh"
#include "draw_debug_c.hh"
#include "draw_manager_c.hh"
#include "draw_shader.hh"
#include "draw_shader_shared.hh"
namespace blender::draw {
/* -------------------------------------------------------------------- */
/** \name Init and state
* \{ */
DebugDraw::DebugDraw()
{
constexpr int circle_resolution = 16;
for (auto axis : IndexRange(3)) {
for (auto edge : IndexRange(circle_resolution)) {
for (auto vert : IndexRange(2)) {
const float angle = (2 * M_PI) * (edge + vert) / float(circle_resolution);
const float point[3] = {cosf(angle), sinf(angle), 0.0f};
sphere_verts_.append(
float3(point[(0 + axis) % 3], point[(1 + axis) % 3], point[(2 + axis) % 3]));
}
}
}
constexpr int point_resolution = 4;
for (auto axis : IndexRange(3)) {
for (auto edge : IndexRange(point_resolution)) {
for (auto vert : IndexRange(2)) {
const float angle = (2 * M_PI) * (edge + vert) / float(point_resolution);
const float point[3] = {cosf(angle), sinf(angle), 0.0f};
point_verts_.append(
float3(point[(0 + axis) % 3], point[(1 + axis) % 3], point[(2 + axis) % 3]));
}
}
}
};
void DebugDraw::init()
{
cpu_draw_buf_.command.vertex_len = 0;
cpu_draw_buf_.command.vertex_first = 0;
cpu_draw_buf_.command.instance_len = 1;
cpu_draw_buf_.command.instance_first_array = 0;
gpu_draw_buf_.command.vertex_len = 0;
gpu_draw_buf_.command.vertex_first = 0;
gpu_draw_buf_.command.instance_len = 1;
gpu_draw_buf_.command.instance_first_array = 0;
gpu_draw_buf_used = false;
modelmat_reset();
}
void DebugDraw::modelmat_reset()
{
model_mat_ = float4x4::identity();
}
void DebugDraw::modelmat_set(const float modelmat[4][4])
{
model_mat_ = float4x4_view(modelmat);
}
GPUStorageBuf *DebugDraw::gpu_draw_buf_get()
{
if (!gpu_draw_buf_used) {
gpu_draw_buf_used = true;
gpu_draw_buf_.push_update();
}
return gpu_draw_buf_;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Draw functions
* \{ */
void DebugDraw::draw_line(float3 v1, float3 v2, float4 color)
{
draw_line(v1, v2, color_pack(color));
}
void DebugDraw::draw_polygon(Span<float3> face_verts, float4 color)
{
BLI_assert(!face_verts.is_empty());
uint col = color_pack(color);
float3 v0 = math::transform_point(model_mat_, face_verts.last());
for (auto vert : face_verts) {
float3 v1 = math::transform_point(model_mat_, vert);
draw_line(v0, v1, col);
v0 = v1;
}
}
void DebugDraw::draw_matrix(const float4x4 &m4)
{
float3 v0 = float3(0.0f, 0.0f, 0.0f);
float3 v1 = float3(1.0f, 0.0f, 0.0f);
float3 v2 = float3(0.0f, 1.0f, 0.0f);
float3 v3 = float3(0.0f, 0.0f, 1.0f);
mul_project_m4_v3(m4.ptr(), v0);
mul_project_m4_v3(m4.ptr(), v1);
mul_project_m4_v3(m4.ptr(), v2);
mul_project_m4_v3(m4.ptr(), v3);
draw_line(v0, v1, float4(1.0f, 0.0f, 0.0f, 1.0f));
draw_line(v0, v2, float4(0.0f, 1.0f, 0.0f, 1.0f));
draw_line(v0, v3, float4(0.0f, 0.0f, 1.0f, 1.0f));
}
void DebugDraw::draw_bbox(const BoundBox &bbox, const float4 color)
{
uint col = color_pack(color);
draw_line(bbox.vec[0], bbox.vec[1], col);
draw_line(bbox.vec[1], bbox.vec[2], col);
draw_line(bbox.vec[2], bbox.vec[3], col);
draw_line(bbox.vec[3], bbox.vec[0], col);
draw_line(bbox.vec[4], bbox.vec[5], col);
draw_line(bbox.vec[5], bbox.vec[6], col);
draw_line(bbox.vec[6], bbox.vec[7], col);
draw_line(bbox.vec[7], bbox.vec[4], col);
draw_line(bbox.vec[0], bbox.vec[4], col);
draw_line(bbox.vec[1], bbox.vec[5], col);
draw_line(bbox.vec[2], bbox.vec[6], col);
draw_line(bbox.vec[3], bbox.vec[7], col);
}
void DebugDraw::draw_matrix_as_bbox(const float4x4 &mat, const float4 color)
{
BoundBox bb;
const float min[3] = {-1.0f, -1.0f, -1.0f}, max[3] = {1.0f, 1.0f, 1.0f};
BKE_boundbox_init_from_minmax(&bb, min, max);
for (auto i : IndexRange(8)) {
mul_project_m4_v3(mat.ptr(), bb.vec[i]);
}
draw_bbox(bb, color);
}
void DebugDraw::draw_sphere(const float3 center, float radius, const float4 color)
{
uint col = color_pack(color);
for (auto i : IndexRange(sphere_verts_.size() / 2)) {
float3 v0 = sphere_verts_[i * 2] * radius + center;
float3 v1 = sphere_verts_[i * 2 + 1] * radius + center;
draw_line(v0, v1, col);
}
}
void DebugDraw::draw_point(const float3 center, float radius, const float4 color)
{
uint col = color_pack(color);
for (auto i : IndexRange(point_verts_.size() / 2)) {
float3 v0 = point_verts_[i * 2] * radius + center;
float3 v1 = point_verts_[i * 2 + 1] * radius + center;
draw_line(v0, v1, col);
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Internals
*
* IMPORTANT: All of these are copied from the shader libraries (`common_debug_draw_lib.glsl`).
* They need to be kept in sync to write the same data.
* \{ */
void DebugDraw::draw_line(float3 v1, float3 v2, uint color)
{
DebugDrawBuf &buf = cpu_draw_buf_;
uint index = buf.command.vertex_len;
if (index + 2 < DRW_DEBUG_DRAW_VERT_MAX) {
buf.verts[index + 0] = vert_pack(math::transform_point(model_mat_, v1), color);
buf.verts[index + 1] = vert_pack(math::transform_point(model_mat_, v2), color);
buf.command.vertex_len += 2;
}
}
uint DebugDraw::color_pack(float4 color)
{
/* NOTE: keep in sync with #drw_debug_color_pack(). */
color = math::clamp(color, 0.0f, 1.0f);
uint result = 0;
result |= uint(color.x * 255.0f) << 0u;
result |= uint(color.y * 255.0f) << 8u;
result |= uint(color.z * 255.0f) << 16u;
result |= uint(color.w * 255.0f) << 24u;
return result;
}
DRWDebugVert DebugDraw::vert_pack(float3 pos, uint color)
{
DRWDebugVert vert;
vert.pos0 = *reinterpret_cast<uint32_t *>(&pos.x);
vert.pos1 = *reinterpret_cast<uint32_t *>(&pos.y);
vert.pos2 = *reinterpret_cast<uint32_t *>(&pos.z);
vert.vert_color = color;
return vert;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Display
* \{ */
void DebugDraw::display_lines()
{
if (cpu_draw_buf_.command.vertex_len == 0 && gpu_draw_buf_used == false) {
return;
}
GPU_debug_group_begin("Lines");
cpu_draw_buf_.push_update();
float4x4 persmat = View::default_get().persmat();
command::StateSet::set(DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS);
gpu::Batch *batch = GPU_batch_procedural_lines_get();
GPUShader *shader = DRW_shader_debug_draw_display_get();
GPU_batch_set_shader(batch, shader);
GPU_shader_uniform_mat4(shader, "persmat", persmat.ptr());
if (gpu_draw_buf_used) {
GPU_debug_group_begin("GPU");
GPU_storagebuf_bind(gpu_draw_buf_, DRW_DEBUG_DRAW_SLOT);
GPU_batch_draw_indirect(batch, gpu_draw_buf_, 0);
GPU_storagebuf_unbind(gpu_draw_buf_);
GPU_debug_group_end();
}
GPU_debug_group_begin("CPU");
GPU_storagebuf_bind(cpu_draw_buf_, DRW_DEBUG_DRAW_SLOT);
GPU_batch_draw_indirect(batch, cpu_draw_buf_, 0);
GPU_storagebuf_unbind(cpu_draw_buf_);
GPU_debug_group_end();
GPU_debug_group_end();
}
void DebugDraw::display_to_view()
{
GPU_debug_group_begin("DebugDraw");
display_lines();
/* Init again so we don't draw the same thing twice. */
init();
GPU_debug_group_end();
}
/** \} */
} // namespace blender::draw
/* -------------------------------------------------------------------- */
/** \name DebugDraw Access
* \{ */
blender::draw::DebugDraw *DRW_debug_get()
{
return reinterpret_cast<blender::draw::DebugDraw *>(drw_get().debug);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name C-API private
* \{ */
void drw_debug_draw()
{
#ifdef WITH_DRAW_DEBUG
if (drw_get().debug == nullptr) {
return;
}
/* TODO(@fclem): Convenience for now. Will have to move to #DRWContext. */
reinterpret_cast<blender::draw::DebugDraw *>(drw_get().debug)->display_to_view();
#endif
}
void drw_debug_init()
{
/* NOTE: Init is once per draw manager cycle. */
/* Module should not be used in release builds. */
/* TODO(@fclem): Hide the functions declarations without using `ifdefs` everywhere. */
#ifdef WITH_DRAW_DEBUG
/* TODO(@fclem): Convenience for now. Will have to move to #DRWContext. */
if (drw_get().debug == nullptr) {
drw_get().debug = reinterpret_cast<DRWDebugModule *>(new blender::draw::DebugDraw());
}
reinterpret_cast<blender::draw::DebugDraw *>(drw_get().debug)->init();
#endif
}
void drw_debug_module_free(DRWDebugModule *module)
{
if (module != nullptr) {
delete reinterpret_cast<blender::draw::DebugDraw *>(module);
}
}
GPUStorageBuf *drw_debug_gpu_draw_buf_get()
{
return reinterpret_cast<blender::draw::DebugDraw *>(drw_get().debug)->gpu_draw_buf_get();
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name C-API public
* \{ */
void DRW_debug_modelmat_reset()
{
reinterpret_cast<blender::draw::DebugDraw *>(drw_get().debug)->modelmat_reset();
}
void DRW_debug_modelmat(const float modelmat[4][4])
{
#ifdef WITH_DRAW_DEBUG
reinterpret_cast<blender::draw::DebugDraw *>(drw_get().debug)->modelmat_set(modelmat);
#else
UNUSED_VARS(modelmat);
#endif
}
void DRW_debug_line_v3v3(const float v1[3], const float v2[3], const float color[4])
{
reinterpret_cast<blender::draw::DebugDraw *>(drw_get().debug)->draw_line(v1, v2, color);
}
void DRW_debug_polygon_v3(const float (*v)[3], int vert_len, const float color[4])
{
reinterpret_cast<blender::draw::DebugDraw *>(drw_get().debug)
->draw_polygon(blender::Span<float3>((float3 *)v, vert_len), color);
}
void DRW_debug_m4(const float m[4][4])
{
reinterpret_cast<blender::draw::DebugDraw *>(drw_get().debug)->draw_matrix(float4x4(m));
}
void DRW_debug_m4_as_bbox(const float m[4][4], bool invert, const float color[4])
{
blender::float4x4 m4(m);
if (invert) {
m4 = blender::math::invert(m4);
}
reinterpret_cast<blender::draw::DebugDraw *>(drw_get().debug)->draw_matrix_as_bbox(m4, color);
}
void DRW_debug_bbox(const BoundBox *bbox, const float color[4])
{
#ifdef WITH_DRAW_DEBUG
reinterpret_cast<blender::draw::DebugDraw *>(drw_get().debug)->draw_bbox(*bbox, color);
#else
UNUSED_VARS(bbox, color);
#endif
}
void DRW_debug_sphere(const float center[3], float radius, const float color[4])
{
reinterpret_cast<blender::draw::DebugDraw *>(drw_get().debug)
->draw_sphere(center, radius, color);
}
/** \} */