When using clangd or running clang-tidy on headers there are currently many errors. These are noisy in IDEs, make auto fixes impossible, and break features like code completion, refactoring and navigation. This makes source/blender headers work by themselves, which is generally the goal anyway. But #includes and forward declarations were often incomplete. * Add #includes and forward declarations * Add IWYU pragma: export in a few places * Remove some unused #includes (but there are many more) * Tweak ShaderCreateInfo macros to work better with clangd Some types of headers still have errors, these could be fixed or worked around with more investigation. Mostly preprocessor template headers like NOD_static_types.h. Note that that disabling WITH_UNITY_BUILD is required for clangd to work properly, otherwise compile_commands.json does not contain the information for the relevant source files. For more details see the developer docs: https://developer.blender.org/docs/handbook/tooling/clangd/ Pull Request: https://projects.blender.org/blender/blender/pulls/132608
113 lines
3.5 KiB
C++
113 lines
3.5 KiB
C++
/* SPDX-FileCopyrightText: 2022 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup draw
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*
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* \brief Simple API to draw debug shapes and log in the viewport.
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*
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* Both CPU and GPU implementation are supported and symmetrical (meaning GPU shader can use it
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* too, see common_draw_lib.glsl).
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*
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* NOTE: CPU logging will overlap GPU logging on screen as it is drawn after.
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*/
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#pragma once
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#include "BLI_math_vector_types.hh"
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#include "BLI_vector.hh"
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#include "DNA_object_types.h"
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#include "DRW_gpu_wrapper.hh"
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namespace blender::draw {
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/* Shortcuts to avoid boilerplate code and match shader API. */
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#define drw_debug_line(...) DRW_debug_get()->draw_line(__VA_ARGS__)
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#define drw_debug_polygon(...) DRW_debug_get()->draw_polygon(__VA_ARGS__)
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#define drw_debug_bbox(...) DRW_debug_get()->draw_bbox(__VA_ARGS__)
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#define drw_debug_sphere(...) DRW_debug_get()->draw_sphere(__VA_ARGS__)
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#define drw_debug_point(...) DRW_debug_get()->draw_point(__VA_ARGS__)
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#define drw_debug_matrix(...) DRW_debug_get()->draw_matrix(__VA_ARGS__)
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#define drw_debug_matrix_as_bbox(...) DRW_debug_get()->draw_matrix_as_bbox(__VA_ARGS__)
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class DebugDraw {
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private:
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using DebugDrawBuf = StorageBuffer<DRWDebugDrawBuffer>;
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/** Data buffers containing all verts or chars to draw. */
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DebugDrawBuf cpu_draw_buf_ = {"DebugDrawBuf-CPU"};
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DebugDrawBuf gpu_draw_buf_ = {"DebugDrawBuf-GPU"};
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/** True if the gpu buffer have been requested and may contain data to draw. */
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bool gpu_draw_buf_used = false;
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/** Matrix applied to all points before drawing. Could be a stack if needed. */
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float4x4 model_mat_;
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/** Precomputed shapes verts. */
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Vector<float3> sphere_verts_;
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Vector<float3> point_verts_;
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public:
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DebugDraw();
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~DebugDraw(){};
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/**
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* Resets all buffers and reset model matrix state.
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* Not to be called by user.
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*/
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void init();
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/**
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* Resets model matrix state to identity.
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*/
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void modelmat_reset();
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/**
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* Sets model matrix transform to apply to any vertex passed to drawing functions.
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*/
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void modelmat_set(const float modelmat[4][4]);
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/**
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* Drawing functions that will draw wire-frames with the given color.
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*/
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void draw_line(float3 v1, float3 v2, float4 color = {1, 0, 0, 1});
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void draw_polygon(Span<float3> face_verts, float4 color = {1, 0, 0, 1});
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void draw_bbox(const BoundBox &bbox, const float4 color = {1, 0, 0, 1});
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void draw_sphere(const float3 center, float radius, const float4 color = {1, 0, 0, 1});
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void draw_point(const float3 center, float radius = 0.01f, const float4 color = {1, 0, 0, 1});
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/**
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* Draw a matrix transformation as 3 colored axes.
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*/
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void draw_matrix(const float4x4 &m4);
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/**
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* Draw a matrix as a 2 units length bounding box, centered on origin.
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*/
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void draw_matrix_as_bbox(const float4x4 &mat, const float4 color = {1, 0, 0, 1});
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/**
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* Will draw all debug shapes and text cached up until now to the current view / frame-buffer.
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* Draw buffers will be emptied and ready for new debug data.
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*/
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void display_to_view();
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/**
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* Not to be called by user. Should become private.
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*/
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GPUStorageBuf *gpu_draw_buf_get();
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private:
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uint color_pack(float4 color);
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DRWDebugVert vert_pack(float3 pos, uint color);
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void draw_line(float3 v1, float3 v2, uint color);
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void display_lines();
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};
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} // namespace blender::draw
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/**
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* Ease of use function to get the debug module.
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* TODO(fclem): Should be removed once DRWManager is no longer global.
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* IMPORTANT: Can return nullptr if storage buffer is not supported.
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*/
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blender::draw::DebugDraw *DRW_debug_get();
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