You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
117 lines
7.0 KiB
117 lines
7.0 KiB
/****************************************************************************
|
|
Copyright (c) 2021-2023 Xiamen Yaji Software Co., Ltd.
|
|
|
|
http://www.cocos.com
|
|
|
|
Permission is hereby granted, free of charge, to any person obtaining a copy
|
|
of this software and associated documentation files (the "Software"), to deal
|
|
in the Software without restriction, including without limitation the rights to
|
|
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
|
|
of the Software, and to permit persons to whom the Software is furnished to do so,
|
|
subject to the following conditions:
|
|
|
|
The above copyright notice and this permission notice shall be included in
|
|
all copies or substantial portions of the Software.
|
|
|
|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
|
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
|
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
|
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
|
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
|
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
|
THE SOFTWARE.
|
|
****************************************************************************/
|
|
|
|
#pragma once
|
|
|
|
// NOTE: Still need to wrap all code in CC_USE_GEOMETRY_RENDERER block
|
|
// since auto-generated binding code will include GeometryRenderer.h
|
|
#if CC_USE_GEOMETRY_RENDERER
|
|
|
|
#include "base/Macros.h"
|
|
#include "base/RefCounted.h"
|
|
#include "gfx-base/GFXDef-common.h"
|
|
#include "math/Vec2.h"
|
|
#include "math/Vec3.h"
|
|
#include "math/Vec4.h"
|
|
|
|
namespace cc {
|
|
|
|
class Mat4;
|
|
namespace gfx {
|
|
class Device;
|
|
class RenderPass;
|
|
class CommandBuffer;
|
|
} // namespace gfx
|
|
|
|
namespace geometry {
|
|
class AABB;
|
|
class Frustum;
|
|
class Spline;
|
|
} // namespace geometry
|
|
|
|
namespace scene {
|
|
class Pass;
|
|
} // namespace scene
|
|
|
|
namespace pipeline {
|
|
class PipelineSceneData;
|
|
struct GeometryVertexBuffers;
|
|
|
|
struct GeometryRendererInfo {
|
|
GeometryRendererInfo();
|
|
|
|
uint32_t maxLines{0U};
|
|
uint32_t maxDashedLines{0U};
|
|
uint32_t maxTriangles{0U};
|
|
};
|
|
|
|
class GeometryRenderer : public RefCounted {
|
|
public:
|
|
GeometryRenderer();
|
|
~GeometryRenderer() override;
|
|
GeometryRenderer(const GeometryRenderer &) = delete;
|
|
GeometryRenderer(GeometryRenderer &&) = delete;
|
|
GeometryRenderer &operator=(const GeometryRenderer &) = delete;
|
|
GeometryRenderer &operator=(GeometryRenderer &&) = delete;
|
|
|
|
void activate(gfx::Device *device, const GeometryRendererInfo &info = GeometryRendererInfo());
|
|
void render(gfx::RenderPass *renderPass, gfx::CommandBuffer *cmdBuff, PipelineSceneData *sceneData);
|
|
void destroy();
|
|
bool empty() const;
|
|
void update();
|
|
|
|
void addDashedLine(const Vec3 &v0, const Vec3 &v1, gfx::Color color, bool depthTest = true);
|
|
void addLine(const Vec3 &v0, const Vec3 &v1, gfx::Color color, bool depthTest = true);
|
|
void addTriangle(const Vec3 &v0, const Vec3 &v1, const Vec3 &v2, gfx::Color color, bool wireframe = true, bool depthTest = true, bool unlit = false); // counterclockwise
|
|
void addQuad(const Vec3 &v0, const Vec3 &v1, const Vec3 &v2, const Vec3 &v3, gfx::Color color, bool wireframe = true, bool depthTest = true, bool unlit = false); // counterclockwise
|
|
void addBoundingBox(const geometry::AABB &aabb, gfx::Color color, bool wireframe = true, bool depthTest = true, bool unlit = false, bool useTransform = false, const Mat4 &transform = Mat4());
|
|
void addCross(const Vec3 ¢er, float size, gfx::Color color, bool depthTest = true);
|
|
void addFrustum(const geometry::Frustum &frustum, gfx::Color color, bool depthTest = true);
|
|
void addCapsule(const Vec3 ¢er, float radius, float height, gfx::Color color, uint32_t segmentsU = 32U, uint32_t hemiSegmentsV = 8U, bool wireframe = true, bool depthTest = true, bool unlit = false, bool useTransform = false, const Mat4 &transform = Mat4());
|
|
void addCylinder(const Vec3 ¢er, float radius, float height, gfx::Color color, uint32_t segments = 32U, bool wireframe = true, bool depthTest = true, bool unlit = false, bool useTransform = false, const Mat4 &transform = Mat4());
|
|
void addCone(const Vec3 ¢er, float radius, float height, gfx::Color color, uint32_t segments = 32U, bool wireframe = true, bool depthTest = true, bool unlit = false, bool useTransform = false, const Mat4 &transform = Mat4());
|
|
void addCircle(const Vec3 ¢er, float radius, gfx::Color color, uint32_t segments = 32U, bool depthTest = true, bool useTransform = false, const Mat4 &transform = Mat4());
|
|
void addArc(const Vec3 ¢er, float radius, gfx::Color color, float startAngle, float endAngle, uint32_t segments = 32U, bool depthTest = true, bool useTransform = false, const Mat4 &transform = Mat4());
|
|
void addPolygon(const Vec3 ¢er, float radius, gfx::Color color, uint32_t segments = 6U, bool wireframe = true, bool depthTest = true, bool unlit = false, bool useTransform = false, const Mat4 &transform = Mat4());
|
|
void addDisc(const Vec3 ¢er, float radius, gfx::Color color, uint32_t segments = 32U, bool wireframe = true, bool depthTest = true, bool unlit = false, bool useTransform = false, const Mat4 &transform = Mat4());
|
|
void addSector(const Vec3 ¢er, float radius, gfx::Color color, float startAngle, float endAngle, uint32_t segments = 32U, bool wireframe = true, bool depthTest = true, bool unlit = false, bool useTransform = false, const Mat4 &transform = Mat4());
|
|
void addSphere(const Vec3 ¢er, float radius, gfx::Color color, uint32_t segmentsU = 32U, uint32_t segmentsV = 16U, bool wireframe = true, bool depthTest = true, bool unlit = false, bool useTransform = false, const Mat4 &transform = Mat4());
|
|
void addTorus(const Vec3 ¢er, float bigRadius, float radius, gfx::Color color, uint32_t segmentsU = 32U, uint32_t segmentsV = 32U, bool wireframe = true, bool depthTest = true, bool unlit = false, bool useTransform = false, const Mat4 &transform = Mat4());
|
|
void addOctahedron(const Vec3 ¢er, float radius, gfx::Color color, bool wireframe = true, bool depthTest = true, bool unlit = false, bool useTransform = false, const Mat4 &transform = Mat4());
|
|
void addBezier(const Vec3 &v0, const Vec3 &v1, const Vec3 &v2, const Vec3 &v3, gfx::Color color, uint32_t segments = 32U, bool depthTest = true, bool useTransform = false, const Mat4 &transform = Mat4());
|
|
void addSpline(const geometry::Spline &spline, gfx::Color color, uint32_t index = 0xffffffff, float knotSize = 0.5F, uint32_t segments = 32U, bool depthTest = true);
|
|
void addMesh(const Vec3 ¢er, const ccstd::vector<Vec3> &vertices, gfx::Color color, bool depthTest = true, bool useTransform = false, const Mat4 &transform = Mat4());
|
|
void addIndexedMesh(const Vec3 ¢er, const ccstd::vector<Vec3> &vertices, const ccstd::vector<uint32_t> &indices, gfx::Color color, bool depthTest = true, bool useTransform = false, const Mat4 &transform = Mat4());
|
|
|
|
private:
|
|
void reset();
|
|
|
|
gfx::Device *_device{nullptr};
|
|
GeometryVertexBuffers *_buffers{nullptr};
|
|
};
|
|
|
|
} // namespace pipeline
|
|
} // namespace cc
|
|
|
|
#endif // #if CC_USE_GEOMETRY_RENDERER
|
|
|