MegaGlest/source/glest_game/graphics/debug_renderer.cpp

578 lines
16 KiB
C++

// ==============================================================
// This file is part of The Glest Advanced Engine
//
// Copyright (C) 2009 James McCulloch <silnarm at gmail>
//
// You can redistribute this code and/or modify it under
// the terms of the GNU General Public License as published
// by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version
// ==============================================================
#ifdef DEBUG_RENDERING_ENABLED
#include "debug_renderer.h"
#include "route_planner.h"
#include "influence_map.h"
#include "cartographer.h"
#include "renderer.h"
using namespace Shared::Graphics;
using namespace Shared::Graphics::Gl;
using namespace Shared::Util;
namespace Glest { namespace Game {
// texture loading helper
void _load_debug_tex(Texture2D* &texPtr, const char *fileName) {
texPtr = g_renderer.newTexture2D(rsGame);
texPtr->setMipmap(false);
texPtr->getPixmap()->load(fileName);
}
// =====================================================
// class PathFinderTextureCallback
// =====================================================
PathFinderTextureCallback::PathFinderTextureCallback()
: debugField(fLand) {
reset();
}
void PathFinderTextureCallback::reset() {
pathSet.clear();
openSet.clear();
closedSet.clear();
pathStart = Vec2i(-1);
pathDest = Vec2i(-1);
localAnnotations.clear();
debugField = fLand;
memset(PFDebugTextures, 0, sizeof(PFDebugTextures));
}
void PathFinderTextureCallback::loadTextures() {
# define _load_tex(i,f) _load_debug_tex(PFDebugTextures[i],f)
char buff[128];
for (int i=0; i < 8; ++i) {
sprintf(buff, "data/core/misc_textures/g%02d.bmp", i);
_load_tex(i, buff);
}
_load_tex(9, "data/core/misc_textures/path_start.bmp");
_load_tex(10, "data/core/misc_textures/path_dest.bmp");
//_load_tex(11, "data/core/misc_textures/path_both.bmp");
//_load_tex(12, "data/core/misc_textures/path_return.bmp");
//_load_tex(13, "data/core/misc_textures/path.bmp");
_load_tex(14, "data/core/misc_textures/path_node.bmp");
_load_tex(15, "data/core/misc_textures/open_node.bmp");
_load_tex(16, "data/core/misc_textures/closed_node.bmp");
for (int i=17; i < 17+8; ++i) {
sprintf(buff, "data/core/misc_textures/l%02d.bmp", i-17);
_load_tex(i, buff);
}
# undef _load_tex
}
Texture2DGl* PathFinderTextureCallback::operator()(const Vec2i &cell) {
int ndx = -1;
if (pathStart == cell) ndx = 9;
else if (pathDest == cell) ndx = 10;
else if (pathSet.find(cell) != pathSet.end()) ndx = 14; // on path
else if (closedSet.find(cell) != closedSet.end()) ndx = 16; // closed nodes
else if (openSet.find(cell) != openSet.end()) ndx = 15; // open nodes
else if (localAnnotations.find(cell) != localAnnotations.end()) // local annotation
ndx = 17 + localAnnotations.find(cell)->second;
else ndx = g_world.getCartographer()->getMasterMap()->metrics[cell].get(debugField); // else use cell metric for debug field
return (Texture2DGl*)PFDebugTextures[ndx];
}
// =====================================================
// class GridTextureCallback
// =====================================================
void GridTextureCallback::loadTextures() {
_load_debug_tex(tex, "data/core/misc_textures/grid.bmp");
}
bool ResourceMapOverlay::operator()(const Vec2i &cell, Vec4f &colour) {
ResourceMapKey mapKey(rt, fLand, 1);
PatchMap<1> *pMap = g_world.getCartographer()->getResourceMap(mapKey);
if (pMap && pMap->getInfluence(cell)) {
colour = Vec4f(1.f, 1.f, 0.f, 0.7f);
return true;
}
return false;
}
bool StoreMapOverlay::operator()(const Vec2i &cell, Vec4f &colour) {
for (KeyList::iterator it = storeMaps.begin(); it != storeMaps.end(); ++it) {
PatchMap<1> *pMap = g_world.getCartographer()->getStoreMap(*it, false);
if (pMap && pMap->getInfluence(cell)) {
colour = Vec4f(0.f, 1.f, 0.3f, 0.7f);
return true;
}
}
return false;
}
// =====================================================
// class DebugRender
// =====================================================
DebugRenderer::DebugRenderer() {
// defaults, listed for ease of maintenance. [Note: these can be set from Lua now, use debugSet()]
showVisibleQuad =
captureVisibleQuad =
regionHilights =
storeMapOverlay =
showFrustum =
captureFrustum =
gridTextures =
influenceMap =
buildSiteMaps =
resourceMapOverlay =
false;
AAStarTextures =
HAAStarOverlay =
true;
}
const ResourceType* findResourceMapRes(const string &res) {
const int &n = g_world.getTechTree()->getResourceTypeCount();
for (int i=0; i < n; ++i) {
const ResourceType *rt = g_world.getTechTree()->getResourceType(i);
if (rt->getName() == res) {
return rt;
}
}
return 0;
}
void DebugRenderer::init() {
pfCallback.reset();
pfCallback.loadTextures();
gtCallback.reset();
gtCallback.loadTextures();
rhCallback.reset();
vqCallback.reset();
cmOverlay.reset();
rmOverlay.reset();
smOverlay.reset();
bsOverlay.reset();
if (resourceMapOverlay) {
rmOverlay.rt = findResourceMapRes(string("gold"));
} else {
rmOverlay.reset();
}
}
void DebugRenderer::commandLine(string &line) {
string key, val;
size_t n = line.find('=');
if ( n != string::npos ) {
key = line.substr(0, n);
val = line.substr(n+1);
} else {
key = line;
}
if ( key == "AStarTextures" ) {
if ( val == "" ) { // no val supplied, toggle
AAStarTextures = !AAStarTextures;
} else {
if ( val == "on" || val == "On" ) {
AAStarTextures = true;
} else {
AAStarTextures = false;
}
}
} else if ( key == "GridTextures" ) {
if ( val == "" ) { // no val supplied, toggle
gridTextures = !gridTextures;
} else {
if ( val == "on" || val == "On" ) {
gridTextures = true;
} else {
gridTextures = false;
}
}
} else if ( key == "ClusterOverlay" ) {
if ( val == "" ) { // no val supplied, toggle
HAAStarOverlay = !HAAStarOverlay;
} else {
if ( val == "on" || val == "On" ) {
HAAStarOverlay = true;
} else {
HAAStarOverlay = false;
}
}
} else if ( key == "CaptuereQuad" ) {
captureVisibleQuad = true;
} else if ( key == "RegionColouring" ) {
if ( val == "" ) { // no val supplied, toggle
regionHilights = !regionHilights;
} else {
if ( val == "on" || val == "On" ) {
regionHilights = true;
} else {
regionHilights = false;
}
}
} else if ( key == "DebugField" ) {
Field f = fLand;
if (val == "air") {
f = fAir;
}
pfCallback.debugField = f;
} else if (key == "Frustum") {
if (val == "capture" || val == "Capture") {
captureFrustum = true;
} else if (val == "off" || val == "Off") {
showFrustum = false;
}
} else if (key == "ResourceMap") {
if ( val == "" ) { // no val supplied, toggle
resourceMapOverlay = !resourceMapOverlay;
} else {
const ResourceType *rt = 0;
if ( val == "on" || val == "On" ) {
resourceMapOverlay = true;
} else if (val == "off" || val == "Off") {
resourceMapOverlay = false;
} else {
// else find resource
if (!( rt = findResourceMapRes(val))) {
g_console.addLine("Error: value='" + val + "' not valid.");
resourceMapOverlay = false;
}
resourceMapOverlay = true;
rmOverlay.rt = rt;
}
}
} else if (key == "StoreMap") {
n = val.find(',');
if (n == string::npos) {
g_console.addLine("Error: value='" + val + "' not valid");
return;
}
storeMapOverlay = false;
string idString = val.substr(0, n);
++n;
while (val[n] == ' ') ++n;
string szString = val.substr(n);
int id, sz;
try {
id = strToInt(idString);
sz = strToInt(szString);
} catch (runtime_error &e) {
g_console.addLine("Error: value='" + val + "' not valid: expected id, size (two integers)");
return;
}
Unit *store = g_world.findUnitById(id);
if (!store) {
g_console.addLine("Error: unit id " + idString + " not found");
return;
}
StoreMapKey smkey(store, fLand, sz);
PatchMap<1> *pMap = g_world.getCartographer()->getStoreMap(smkey, false);
if (pMap) {
smOverlay.storeMaps.push_back(smkey);
storeMapOverlay = true;
} else {
g_console.addLine("Error: no StoreMap found for unit " + idString
+ " in fLand with size " + szString);
}
} else if (key == "AssertClusterMap") {
g_world.getCartographer()->getClusterMap()->assertValid();
} else if (key == "TransitionEdges") {
if (val == "clear") {
clusterEdgesNorth.clear();
clusterEdgesWest.clear();
} else {
n = val.find(',');
if (n == string::npos) {
g_console.addLine("Error: value=" + val + "not valid");
return;
}
string xs = val.substr(0, n);
val = val.substr(n + 1);
int x = atoi(xs.c_str());
n = val.find(':');
if (n == string::npos) {
g_console.addLine("Error: value=" + val + "not valid");
return;
}
string ys = val.substr(0, n);
val = val.substr(n + 1);
int y = atoi(ys.c_str());
if (val == "north") {
clusterEdgesNorth.insert(Vec2i(x, y));
} else if ( val == "west") {
clusterEdgesWest.insert(Vec2i(x, y));
} else if ( val == "south") {
clusterEdgesNorth.insert(Vec2i(x, y + 1));
} else if ( val == "east") {
clusterEdgesWest.insert(Vec2i(x + 1, y));
} else if ( val == "all") {
clusterEdgesNorth.insert(Vec2i(x, y));
clusterEdgesNorth.insert(Vec2i(x, y + 1));
clusterEdgesWest.insert(Vec2i(x, y));
clusterEdgesWest.insert(Vec2i(x + 1, y));
} else {
g_console.addLine("Error: value=" + val + "not valid");
}
}
}
}
void DebugRenderer::renderCellTextured(const Texture2DGl *tex, const Vec3f &norm, const Vec3f &v0,
const Vec3f &v1, const Vec3f &v2, const Vec3f &v3) {
glBindTexture( GL_TEXTURE_2D, tex->getHandle() );
glBegin( GL_TRIANGLE_FAN );
glTexCoord2f( 0.f, 1.f );
glNormal3fv( norm.ptr() );
glVertex3fv( v0.ptr() );
glTexCoord2f( 1.f, 1.f );
glNormal3fv( norm.ptr() );
glVertex3fv( v1.ptr() );
glTexCoord2f( 1.f, 0.f );
glNormal3fv( norm.ptr() );
glVertex3fv( v2.ptr() );
glTexCoord2f( 0.f, 0.f );
glNormal3fv( norm.ptr() );
glVertex3fv( v3.ptr() );
glEnd ();
}
void DebugRenderer::renderCellOverlay(const Vec4f colour, const Vec3f &norm,
const Vec3f &v0, const Vec3f &v1, const Vec3f &v2, const Vec3f &v3) {
glBegin ( GL_TRIANGLE_FAN );
glNormal3fv(norm.ptr());
glColor4fv( colour.ptr() );
glVertex3fv(v0.ptr());
glNormal3fv(norm.ptr());
glColor4fv( colour.ptr() );
glVertex3fv(v1.ptr());
glNormal3fv(norm.ptr());
glColor4fv( colour.ptr() );
glVertex3fv(v2.ptr());
glNormal3fv(norm.ptr());
glColor4fv( colour.ptr() );
glVertex3fv(v3.ptr());
glEnd ();
}
void DebugRenderer::renderArrow(
const Vec3f &pos1, const Vec3f &_pos2, const Vec3f &color, float width) {
const int tesselation = 3;
const float arrowEndSize = 0.5f;
Vec3f dir = Vec3f(_pos2 - pos1);
float len = dir.length();
float alphaFactor = 0.3f;
dir.normalize();
Vec3f pos2 = _pos2 - dir;
Vec3f normal = dir.cross(Vec3f(0, 1, 0));
Vec3f pos2Left = pos2 + normal * (width - 0.05f) - dir * arrowEndSize * width;
Vec3f pos2Right = pos2 - normal * (width - 0.05f) - dir * arrowEndSize * width;
Vec3f pos1Left = pos1 + normal * (width + 0.02f);
Vec3f pos1Right = pos1 - normal * (width + 0.02f);
//arrow body
glBegin(GL_TRIANGLE_STRIP);
for(int i=0; i<=tesselation; ++i){
float t= static_cast<float>(i)/tesselation;
Vec3f a= pos1Left.lerp(t, pos2Left);
Vec3f b= pos1Right.lerp(t, pos2Right);
Vec4f c= Vec4f(color, t*0.25f*alphaFactor);
glColor4fv(c.ptr());
glVertex3fv(a.ptr());
glVertex3fv(b.ptr());
}
glEnd();
//arrow end
glBegin(GL_TRIANGLES);
glVertex3fv((pos2Left + normal*(arrowEndSize-0.1f)).ptr());
glVertex3fv((pos2Right - normal*(arrowEndSize-0.1f)).ptr());
glVertex3fv((pos2 + dir*(arrowEndSize-0.1f)).ptr());
glEnd();
}
void DebugRenderer::renderPathOverlay() {
//return;
Vec3f one, two;
if ( waypoints.size() < 2 ) return;
assertGl();
glPushAttrib( GL_LIGHTING_BIT | GL_ENABLE_BIT | GL_FOG_BIT | GL_TEXTURE_BIT | GL_CURRENT_BIT | GL_DEPTH_BUFFER_BIT );
glEnable( GL_COLOR_MATERIAL );
glDisable( GL_ALPHA_TEST );
glDepthFunc(GL_ALWAYS);
glDisable(GL_STENCIL_TEST);
glDisable(GL_CULL_FACE);
glLineWidth(2.f);
glActiveTexture( GL_TEXTURE0 );
glDisable( GL_TEXTURE_2D );
list<Vec3f>::iterator it = waypoints.begin();
one = *it;
++it;
two = *it;
while ( true ) {
renderArrow(one,two,Vec3f(1.0f, 1.0f, 0.f), 0.15f);
one = two;
++it;
if ( it == waypoints.end() ) break;
two = *it;
}
//Restore
glPopAttrib();
}
void DebugRenderer::renderIntraClusterEdges(const Vec2i &cluster, CardinalDir dir) {
ClusterMap *cm = g_world.getCartographer()->getClusterMap();
const Map *map = g_world.getMap();
if (cluster.x < 0 || cluster.x >= cm->getWidth()
|| cluster.y < 0 || cluster.y >= cm->getHeight()) {
return;
}
Transitions transitions;
if (dir != CardinalDir::COUNT) {
TransitionCollection &tc = cm->getBorder(cluster, dir)->transitions[fLand];
for (int i=0; i < tc.n; ++i) {
transitions.push_back(tc.transitions[i]);
}
} else {
cm->getTransitions(cluster, fLand, transitions);
}
assertGl();
glPushAttrib( GL_LIGHTING_BIT | GL_ENABLE_BIT | GL_FOG_BIT | GL_TEXTURE_BIT | GL_CURRENT_BIT | GL_DEPTH_BUFFER_BIT );
glEnable( GL_COLOR_MATERIAL );
glDisable( GL_ALPHA_TEST );
glDepthFunc(GL_ALWAYS);
glDisable(GL_STENCIL_TEST);
glDisable(GL_CULL_FACE);
glLineWidth(2.f);
glActiveTexture( GL_TEXTURE0 );
glDisable( GL_TEXTURE_2D );
for (Transitions::iterator ti = transitions.begin(); ti != transitions.end(); ++ti) {
const Transition* &t = *ti;
float h = map->getCell(t->nwPos)->getHeight();
Vec3f t1Pos(t->nwPos.x + 0.5f, h + 0.1f, t->nwPos.y + 0.5f);
for (Edges::const_iterator ei = t->edges.begin(); ei != t->edges.end(); ++ei) {
Edge * const &e = *ei;
//if (e->cost(1) != numeric_limits<float>::infinity()) {
const Transition* t2 = e->transition();
h = map->getCell(t2->nwPos)->getHeight();
Vec3f t2Pos(t2->nwPos.x + 0.5f, h + 0.1f, t2->nwPos.y + 0.5f);
renderArrow(t1Pos, t2Pos, Vec3f(1.f, 0.f, 1.f), 0.2f);
//}
}
}
//Restore
glPopAttrib();
}
void DebugRenderer::renderFrustum() const {
glPushAttrib( GL_LIGHTING_BIT | GL_ENABLE_BIT | GL_FOG_BIT | GL_TEXTURE_BIT );
glEnable( GL_BLEND );
glEnable( GL_COLOR_MATERIAL );
glDisable( GL_ALPHA_TEST );
glActiveTexture( GL_TEXTURE0 );
glDisable( GL_TEXTURE_2D );
glPointSize(5);
glColor3f(1.f, 0.2f, 0.2f);
glBegin(GL_POINTS);
for (int i=0; i < 8; ++i) glVertex3fv(frstmPoints[i].ptr());
glEnd();
glLineWidth(2);
glColor3f(0.1f, 0.5f, 0.1f); // near
glBegin(GL_LINE_LOOP);
for (int i=0; i < 4; ++i) glVertex3fv(frstmPoints[i].ptr());
glEnd();
glColor3f(0.1f, 0.1f, 0.5f); // far
glBegin(GL_LINE_LOOP);
for (int i=4; i < 8; ++i) glVertex3fv(frstmPoints[i].ptr());
glEnd();
glColor3f(0.1f, 0.5f, 0.5f);
glBegin(GL_LINES);
for (int i=0; i < 4; ++i) {
glVertex3fv(frstmPoints[i].ptr()); // near
glVertex3fv(frstmPoints[i+4].ptr()); // far
}
glEnd();
glPopAttrib();
}
void DebugRenderer::setInfluenceMap(TypeMap<float> *iMap, Vec3f colour, float max) {
imOverlay.iMap = iMap;
imOverlay.baseColour = colour;
imOverlay.max = max;
influenceMap = true;
}
void DebugRenderer::renderEffects(Quad2i &quad) {
if (regionHilights && !rhCallback.empty()) {
renderCellOverlay(quad, rhCallback);
}
if (showVisibleQuad) {
renderCellOverlay(quad, vqCallback);
}
if (HAAStarOverlay) {
renderCellOverlay(quad, cmOverlay);
renderPathOverlay();
set<Vec2i>::iterator it;
for (it = clusterEdgesWest.begin(); it != clusterEdgesWest.end(); ++it) {
renderIntraClusterEdges(*it, CardinalDir::WEST);
}
for (it = clusterEdgesNorth.begin(); it != clusterEdgesNorth.end(); ++it) {
renderIntraClusterEdges(*it, CardinalDir::NORTH);
}
}
if (resourceMapOverlay && rmOverlay.rt) {
renderCellOverlay(quad, rmOverlay);
}
if (storeMapOverlay && !smOverlay.storeMaps.empty()) {
renderCellOverlay(quad, smOverlay);
}
if (buildSiteMaps && !bsOverlay.cells.empty()) {
renderCellOverlay(quad, bsOverlay);
}
//if (showFrustum) {
// renderFrustum();
//}
if (influenceMap) {
renderCellOverlay(quad, imOverlay);
}
}
DebugRenderer& getDebugRenderer() {
static DebugRenderer debugRenderer;
return debugRenderer;
}
}} // end namespace Glest::Debug
#endif // _GAE_DEBUG_EDITION_