BGE: Fix T19241: draw debug shape with overlay/background scene.

It's for the function render.drawLine and physics debug.
This commit is contained in:
Porteries Tristan 2015-07-27 10:58:19 +02:00
parent ba146899c8
commit 76beb7b7d4
5 changed files with 38 additions and 35 deletions

@ -1252,12 +1252,15 @@ void KX_KetsjiEngine::PostRenderScene(KX_Scene* scene)
// We need to first make sure our viewport is correct (enabling multiple viewports can mess this up)
m_canvas->SetViewPort(0, 0, m_canvas->GetWidth(), m_canvas->GetHeight());
m_rasterizer->FlushDebugShapes();
m_rasterizer->FlushDebugShapes(scene);
scene->Render2DFilters(m_canvas);
#ifdef WITH_PYTHON
PHY_SetActiveEnvironment(scene->GetPhysicsEnvironment());
scene->RunDrawingCallbacks(scene->GetPostDrawCB());
// Python draw callback can also call debug draw functions, so we have to clear debug shapes.
m_rasterizer->FlushDebugShapes(scene);
#endif
}

@ -189,14 +189,14 @@ class KX_KetsjiEngine* KX_GetActiveEngine()
void KX_RasterizerDrawDebugLine(const MT_Vector3& from,const MT_Vector3& to,const MT_Vector3& color)
{
if (gp_Rasterizer)
gp_Rasterizer->DrawDebugLine(from,to,color);
gp_Rasterizer->DrawDebugLine(gp_KetsjiScene, from, to, color);
}
void KX_RasterizerDrawDebugCircle(const MT_Vector3& center, const MT_Scalar radius, const MT_Vector3& color,
const MT_Vector3& normal, int nsector)
{
if (gp_Rasterizer)
gp_Rasterizer->DrawDebugCircle(center, radius, color, normal, nsector);
gp_Rasterizer->DrawDebugCircle(gp_KetsjiScene, center, radius, color, normal, nsector);
}
#ifdef WITH_PYTHON
@ -1265,7 +1265,7 @@ static PyObject *gPyDrawLine(PyObject *, PyObject *args)
if (!PyVecTo(ob_color, color))
return NULL;
gp_Rasterizer->DrawDebugLine(from,to,color);
gp_Rasterizer->DrawDebugLine(gp_KetsjiScene, from, to, color);
Py_RETURN_NONE;
}

@ -54,6 +54,7 @@ class RAS_ICanvas;
class RAS_IPolyMaterial;
class RAS_MeshSlot;
class RAS_ILightObject;
class SCA_IScene;
typedef vector<unsigned short> KX_IndexArray;
typedef vector<RAS_TexVert> KX_VertexArray;
@ -384,10 +385,10 @@ public:
*/
virtual void SetPolygonOffset(float mult, float add) = 0;
virtual void DrawDebugLine(const MT_Vector3 &from, const MT_Vector3 &to, const MT_Vector3& color) = 0;
virtual void DrawDebugCircle(const MT_Vector3 &center, const MT_Scalar radius, const MT_Vector3 &color,
const MT_Vector3 &normal, int nsector) = 0;
virtual void FlushDebugShapes() = 0;
virtual void DrawDebugLine(SCA_IScene *scene, const MT_Vector3 &from, const MT_Vector3 &to, const MT_Vector3& color) = 0;
virtual void DrawDebugCircle(SCA_IScene *scene, const MT_Vector3 &center, const MT_Scalar radius,
const MT_Vector3 &color, const MT_Vector3 &normal, int nsector) = 0;
virtual void FlushDebugShapes(SCA_IScene *scene) = 0;
virtual void SetTexCoordNum(int num) = 0;
virtual void SetAttribNum(int num) = 0;

@ -356,9 +356,10 @@ void RAS_OpenGLRasterizer::ClearCachingInfo(void)
m_materialCachingInfo = 0;
}
void RAS_OpenGLRasterizer::FlushDebugShapes()
void RAS_OpenGLRasterizer::FlushDebugShapes(SCA_IScene *scene)
{
if (m_debugShapes.empty())
std::vector<OglDebugShape> &debugShapes = m_debugShapes[scene];
if (debugShapes.empty())
return;
// DrawDebugLines
@ -372,28 +373,26 @@ void RAS_OpenGLRasterizer::FlushDebugShapes()
//draw lines
glBegin(GL_LINES);
for (unsigned int i=0;i<m_debugShapes.size();i++)
{
if (m_debugShapes[i].m_type != OglDebugShape::LINE)
for (unsigned int i = 0; i < debugShapes.size(); i++) {
if (debugShapes[i].m_type != OglDebugShape::LINE)
continue;
glColor4f(m_debugShapes[i].m_color[0],m_debugShapes[i].m_color[1],m_debugShapes[i].m_color[2],1.f);
const MT_Scalar* fromPtr = &m_debugShapes[i].m_pos.x();
const MT_Scalar* toPtr= &m_debugShapes[i].m_param.x();
glColor4f(debugShapes[i].m_color[0], debugShapes[i].m_color[1], debugShapes[i].m_color[2], 1.0f);
const MT_Scalar *fromPtr = &debugShapes[i].m_pos.x();
const MT_Scalar *toPtr= &debugShapes[i].m_param.x();
glVertex3dv(fromPtr);
glVertex3dv(toPtr);
}
glEnd();
//draw circles
for (unsigned int i=0;i<m_debugShapes.size();i++)
{
if (m_debugShapes[i].m_type != OglDebugShape::CIRCLE)
for (unsigned int i = 0; i < debugShapes.size(); i++) {
if (debugShapes[i].m_type != OglDebugShape::CIRCLE)
continue;
glBegin(GL_LINE_LOOP);
glColor4f(m_debugShapes[i].m_color[0],m_debugShapes[i].m_color[1],m_debugShapes[i].m_color[2],1.f);
glColor4f(debugShapes[i].m_color[0], debugShapes[i].m_color[1], debugShapes[i].m_color[2], 1.0f);
static const MT_Vector3 worldUp(0.0, 0.0, 1.0);
MT_Vector3 norm = m_debugShapes[i].m_param;
MT_Vector3 norm = debugShapes[i].m_param;
MT_Matrix3x3 tr;
if (norm.fuzzyZero() || norm == worldUp)
{
@ -408,14 +407,14 @@ void RAS_OpenGLRasterizer::FlushDebugShapes()
yaxis.x(), yaxis.y(), yaxis.z(),
norm.x(), norm.y(), norm.z());
}
MT_Scalar rad = m_debugShapes[i].m_param2.x();
int n = (int) m_debugShapes[i].m_param2.y();
MT_Scalar rad = debugShapes[i].m_param2.x();
int n = (int)debugShapes[i].m_param2.y();
for (int j = 0; j<n; j++)
{
MT_Scalar theta = j*M_PI*2/n;
MT_Vector3 pos(cos(theta) * rad, sin(theta) * rad, 0.0);
pos = pos*tr;
pos += m_debugShapes[i].m_pos;
pos += debugShapes[i].m_pos;
const MT_Scalar* posPtr = &pos.x();
glVertex3dv(posPtr);
}
@ -425,13 +424,11 @@ void RAS_OpenGLRasterizer::FlushDebugShapes()
if (light) glEnable(GL_LIGHTING);
if (tex) glEnable(GL_TEXTURE_2D);
m_debugShapes.clear();
debugShapes.clear();
}
void RAS_OpenGLRasterizer::EndFrame()
{
FlushDebugShapes();
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDisable(GL_MULTISAMPLE_ARB);

@ -38,6 +38,7 @@
#include "MT_CmMatrix4x4.h"
#include <vector>
#include <map>
using namespace std;
#include "RAS_IRasterizer.h"
@ -223,20 +224,20 @@ public:
virtual void SetPolygonOffset(float mult, float add);
virtual void FlushDebugShapes();
virtual void FlushDebugShapes(SCA_IScene *scene);
virtual void DrawDebugLine(const MT_Vector3 &from,const MT_Vector3 &to, const MT_Vector3 &color)
virtual void DrawDebugLine(SCA_IScene *scene, const MT_Vector3 &from,const MT_Vector3 &to, const MT_Vector3 &color)
{
OglDebugShape line;
line.m_type = OglDebugShape::LINE;
line.m_pos= from;
line.m_param = to;
line.m_color = color;
m_debugShapes.push_back(line);
m_debugShapes[scene].push_back(line);
}
virtual void DrawDebugCircle(const MT_Vector3 &center, const MT_Scalar radius, const MT_Vector3 &color,
const MT_Vector3 &normal, int nsector)
virtual void DrawDebugCircle(SCA_IScene *scene, const MT_Vector3 &center, const MT_Scalar radius,
const MT_Vector3 &color, const MT_Vector3 &normal, int nsector)
{
OglDebugShape line;
line.m_type = OglDebugShape::CIRCLE;
@ -245,10 +246,11 @@ public:
line.m_color = color;
line.m_param2.x() = radius;
line.m_param2.y() = (float) nsector;
m_debugShapes.push_back(line);
m_debugShapes[scene].push_back(line);
}
std::vector <OglDebugShape> m_debugShapes;
// We store each debug shape by scene.
std::map<SCA_IScene *, std::vector<OglDebugShape> > m_debugShapes;
virtual void SetTexCoordNum(int num);
virtual void SetAttribNum(int num);