Files
test2/source/blender/draw/intern/shaders/common_debug_draw_lib.glsl
Campbell Barton 0148293520 License headers: add SPDX licenses for '*.glsl' files
When GLSL sources were first included in Blender they were treated as
data (like blend files) and had no license header.
Since then GLSL has been used for more sophisticated features
(EEVEE & real-time compositing)
where it makes sense to include licensing information.

Add SPDX copyright headers to *.glsl files, matching headers used for
C/C++, also include GLSL files in the license checking script.

As leading C-comments are now stripped,
added binary size of comments is no longer a concern.

Ref !111247
2023-08-24 10:57:03 +10:00

223 lines
6.3 KiB
GLSL

/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Debugging drawing library
*
* Quick way to draw debug geometry. All input should be in world space and
* will be rendered in the default view. No additional setup required.
*/
#ifdef DRW_DEBUG_DRAW
/** Global switch option. */
bool drw_debug_draw_enable = true;
const vec4 drw_debug_default_color = vec4(1.0, 0.0, 0.0, 1.0);
/* -------------------------------------------------------------------- */
/** \name Internals
* \{ */
uint drw_debug_start_draw(uint v_needed)
{
uint vertid = atomicAdd(drw_debug_draw_v_count, v_needed);
vertid += drw_debug_draw_offset;
return vertid;
}
uint drw_debug_color_pack(vec4 v_color)
{
v_color = clamp(v_color, 0.0, 1.0);
uint result = 0;
result |= uint(v_color.x * 255.0) << 0u;
result |= uint(v_color.y * 255.0) << 8u;
result |= uint(v_color.z * 255.0) << 16u;
result |= uint(v_color.w * 255.0) << 24u;
return result;
}
void drw_debug_line(inout uint vertid, vec3 v1, vec3 v2, uint v_color)
{
drw_debug_verts_buf[vertid++] = debug_vert_make(
floatBitsToUint(v1.x), floatBitsToUint(v1.y), floatBitsToUint(v1.z), v_color);
drw_debug_verts_buf[vertid++] = debug_vert_make(
floatBitsToUint(v2.x), floatBitsToUint(v2.y), floatBitsToUint(v2.z), v_color);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name API
* \{ */
/**
* Draw a line.
*/
void drw_debug_line(vec3 v1, vec3 v2, vec4 v_color)
{
if (!drw_debug_draw_enable) {
return;
}
const uint v_needed = 2;
uint vertid = drw_debug_start_draw(v_needed);
if (vertid + v_needed < DRW_DEBUG_DRAW_VERT_MAX) {
drw_debug_line(vertid, v1, v2, drw_debug_color_pack(v_color));
}
}
void drw_debug_line(vec3 v1, vec3 v2)
{
drw_debug_line(v1, v2, drw_debug_default_color);
}
/**
* Draw a quad contour.
*/
void drw_debug_quad(vec3 v1, vec3 v2, vec3 v3, vec3 v4, vec4 v_color)
{
if (!drw_debug_draw_enable) {
return;
}
const uint v_needed = 8;
uint vertid = drw_debug_start_draw(v_needed);
if (vertid + v_needed < DRW_DEBUG_DRAW_VERT_MAX) {
uint pcolor = drw_debug_color_pack(v_color);
drw_debug_line(vertid, v1, v2, pcolor);
drw_debug_line(vertid, v2, v3, pcolor);
drw_debug_line(vertid, v3, v4, pcolor);
drw_debug_line(vertid, v4, v1, pcolor);
}
}
void drw_debug_quad(vec3 v1, vec3 v2, vec3 v3, vec3 v4)
{
drw_debug_quad(v1, v2, v3, v4, drw_debug_default_color);
}
/**
* Draw a point as octahedron wireframe.
*/
void drw_debug_point(vec3 p, float radius, vec4 v_color)
{
if (!drw_debug_draw_enable) {
return;
}
vec3 c = vec3(radius, -radius, 0);
vec3 v1 = p + c.xzz;
vec3 v2 = p + c.zxz;
vec3 v3 = p + c.yzz;
vec3 v4 = p + c.zyz;
vec3 v5 = p + c.zzx;
vec3 v6 = p + c.zzy;
const uint v_needed = 12 * 2;
uint vertid = drw_debug_start_draw(v_needed);
if (vertid + v_needed < DRW_DEBUG_DRAW_VERT_MAX) {
uint pcolor = drw_debug_color_pack(v_color);
drw_debug_line(vertid, v1, v2, pcolor);
drw_debug_line(vertid, v2, v3, pcolor);
drw_debug_line(vertid, v3, v4, pcolor);
drw_debug_line(vertid, v4, v1, pcolor);
drw_debug_line(vertid, v1, v5, pcolor);
drw_debug_line(vertid, v2, v5, pcolor);
drw_debug_line(vertid, v3, v5, pcolor);
drw_debug_line(vertid, v4, v5, pcolor);
drw_debug_line(vertid, v1, v6, pcolor);
drw_debug_line(vertid, v2, v6, pcolor);
drw_debug_line(vertid, v3, v6, pcolor);
drw_debug_line(vertid, v4, v6, pcolor);
}
}
void drw_debug_point(vec3 p, float radius)
{
drw_debug_point(p, radius, drw_debug_default_color);
}
void drw_debug_point(vec3 p)
{
drw_debug_point(p, 0.01);
}
/**
* Draw a sphere wireframe as 3 axes circle.
*/
void drw_debug_sphere(vec3 p, float radius, vec4 v_color)
{
if (!drw_debug_draw_enable) {
return;
}
const int circle_resolution = 16;
const uint v_needed = circle_resolution * 2 * 3;
uint vertid = drw_debug_start_draw(v_needed);
if (vertid + v_needed < DRW_DEBUG_DRAW_VERT_MAX) {
uint pcolor = drw_debug_color_pack(v_color);
for (int axis = 0; axis < 3; axis++) {
for (int edge = 0; edge < circle_resolution; edge++) {
float angle1 = (2.0 * 3.141592) * float(edge + 0) / float(circle_resolution);
vec3 p1 = vec3(cos(angle1), sin(angle1), 0.0) * radius;
p1 = vec3(p1[(0 + axis) % 3], p1[(1 + axis) % 3], p1[(2 + axis) % 3]);
float angle2 = (2.0 * 3.141592) * float(edge + 1) / float(circle_resolution);
vec3 p2 = vec3(cos(angle2), sin(angle2), 0.0) * radius;
p2 = vec3(p2[(0 + axis) % 3], p2[(1 + axis) % 3], p2[(2 + axis) % 3]);
drw_debug_line(vertid, p + p1, p + p2, pcolor);
}
}
}
}
void drw_debug_sphere(vec3 p, float radius)
{
drw_debug_sphere(p, radius, drw_debug_default_color);
}
/**
* Draw a matrix transformation as 3 colored axes.
*/
void drw_debug_matrix(mat4 mat, vec4 v_color)
{
vec4 p[4] = vec4[4](vec4(0, 0, 0, 1), vec4(1, 0, 0, 1), vec4(0, 1, 0, 1), vec4(0, 0, 1, 1));
for (int i = 0; i < 4; i++) {
p[i] = mat * p[i];
p[i].xyz /= p[i].w;
}
drw_debug_line(p[0].xyz, p[0].xyz, vec4(1, 0, 0, 1));
drw_debug_line(p[0].xyz, p[1].xyz, vec4(0, 1, 0, 1));
drw_debug_line(p[0].xyz, p[2].xyz, vec4(0, 0, 1, 1));
}
void drw_debug_matrix(mat4 mat)
{
drw_debug_matrix(mat, drw_debug_default_color);
}
/**
* Draw a matrix as a 2 units length bounding box, centered on origin.
*/
void drw_debug_matrix_as_bbox(mat4 mat, vec4 v_color)
{
vec4 p[8] = vec4[8](vec4(-1, -1, -1, 1),
vec4(1, -1, -1, 1),
vec4(1, 1, -1, 1),
vec4(-1, 1, -1, 1),
vec4(-1, -1, 1, 1),
vec4(1, -1, 1, 1),
vec4(1, 1, 1, 1),
vec4(-1, 1, 1, 1));
for (int i = 0; i < 8; i++) {
p[i] = mat * p[i];
p[i].xyz /= p[i].w;
}
drw_debug_quad(p[0].xyz, p[1].xyz, p[2].xyz, p[3].xyz, v_color);
drw_debug_line(p[0].xyz, p[4].xyz, v_color);
drw_debug_line(p[1].xyz, p[5].xyz, v_color);
drw_debug_line(p[2].xyz, p[6].xyz, v_color);
drw_debug_line(p[3].xyz, p[7].xyz, v_color);
drw_debug_quad(p[4].xyz, p[5].xyz, p[6].xyz, p[7].xyz, v_color);
}
void drw_debug_matrix_as_bbox(mat4 mat)
{
drw_debug_matrix_as_bbox(mat, drw_debug_default_color);
}
#endif
/** \} */