Add a debug menu + option to reload shaders (memory leak, yeah, but it's just for debugging)

git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14674 178a84e3-b1eb-0310-8ba1-8eac791a3b58
This commit is contained in:
funto66 2013-12-09 00:09:35 +00:00
parent 9a2b4cc3ab
commit 39046749d2
7 changed files with 179 additions and 12 deletions

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@ -305,6 +305,7 @@ src/tracks/track_object_presentation.cpp
src/tracks/track_sector.cpp
src/utils/constants.cpp
src/utils/crash_reporting.cpp
src/utils/debug.cpp
src/utils/helpers.cpp
src/utils/leak_check.cpp
src/utils/log.cpp
@ -635,6 +636,7 @@ src/tracks/track_object_presentation.hpp
src/tracks/track_sector.hpp
src/utils/aligned_array.hpp
src/utils/constants.hpp
src/utils/debug.hpp
src/utils/helpers.hpp
src/utils/interpolation_array.hpp
src/utils/crash_reporting.hpp

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@ -360,8 +360,10 @@ public:
inline PostProcessing* getPostProcessing() {return m_post_processing;}
// ------------------------------------------------------------------------
inline core::vector3df getWind() {return m_wind->getWind();}
// ------------------------------------------------------------------------
// -----------------------------------------------------------------------
inline video::E_MATERIAL_TYPE getShader(const ShaderType num) {return m_shaders->getShader(num);}
// -----------------------------------------------------------------------
inline void updateShaders() {m_shaders->loadShaders();}
// ------------------------------------------------------------------------
inline video::IShaderConstantSetCallBack* getCallback(const ShaderType num)
{

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@ -29,14 +29,6 @@ using namespace video;
Shaders::Shaders()
{
const std::string &dir = file_manager->getShaderDir();
IGPUProgrammingServices * const gpu = irr_driver->getVideoDriver()->getGPUProgrammingServices();
#define glsl(a, b, c) gpu->addHighLevelShaderMaterialFromFiles((a).c_str(), (b).c_str(), (IShaderConstantSetCallBack*) c)
#define glslmat(a, b, c, d) gpu->addHighLevelShaderMaterialFromFiles((a).c_str(), (b).c_str(), (IShaderConstantSetCallBack*) c, d)
#define glsl_noinput(a, b) gpu->addHighLevelShaderMaterialFromFiles((a).c_str(), (b).c_str(), (IShaderConstantSetCallBack*) 0)
// Callbacks
memset(m_callbacks, 0, sizeof(m_callbacks));
@ -75,6 +67,26 @@ Shaders::Shaders()
m_callbacks[ES_PPDISPLACE] = new PPDisplaceProvider();
m_callbacks[ES_FOG] = new FogProvider();
for(s32 i=0 ; i < ES_COUNT ; i++)
m_shaders[i] = -1;
loadShaders();
}
void Shaders::loadShaders()
{
const std::string &dir = file_manager->getShaderDir();
IGPUProgrammingServices * const gpu = irr_driver->getVideoDriver()->getGPUProgrammingServices();
#define glsl(a, b, c) gpu->addHighLevelShaderMaterialFromFiles((a).c_str(), (b).c_str(), (IShaderConstantSetCallBack*) c)
#define glslmat(a, b, c, d) gpu->addHighLevelShaderMaterialFromFiles((a).c_str(), (b).c_str(), (IShaderConstantSetCallBack*) c, d)
#define glsl_noinput(a, b) gpu->addHighLevelShaderMaterialFromFiles((a).c_str(), (b).c_str(), (IShaderConstantSetCallBack*) 0)
// Save previous shaders (used in case some shaders don't compile)
int saved_shaders[ES_COUNT];
memcpy(saved_shaders, m_shaders, sizeof(m_shaders));
// Ok, go
m_shaders[ES_NORMAL_MAP] = glslmat(dir + "normalmap.vert", dir + "normalmap.frag",
m_callbacks[ES_NORMAL_MAP], EMT_SOLID_2_LAYER);
@ -221,8 +233,7 @@ Shaders::Shaders()
m_callbacks[ES_FOG], EMT_ONETEXTURE_BLEND);
// Check that all successfully loaded
u32 i;
for (i = 0; i < ES_COUNT; i++) {
for (s32 i = 0; i < ES_COUNT; i++) {
// Old Intel Windows drivers fail here.
// It's an artist option, so not necessary to play.
@ -235,6 +246,13 @@ Shaders::Shaders()
#undef glsl
#undef glslmat
#undef glsl_noinput
// In case we're reloading and a shader didn't compile: keep the previous, working one
for(s32 i=0 ; i < ES_COUNT ; i++)
{
if(m_shaders[i] == -1)
m_shaders[i] = saved_shaders[i];
}
}
Shaders::~Shaders()

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@ -105,9 +105,10 @@ public:
video::IShaderConstantSetCallBack * m_callbacks[ES_COUNT];
void loadShaders();
private:
void check(const int num) const;
int m_shaders[ES_COUNT];
};

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@ -34,6 +34,7 @@
#include "modes/demo_world.hpp"
#include "modes/world.hpp"
#include "states_screens/state_manager.hpp"
#include "utils/debug.hpp"
#include "utils/profiler.hpp"
using GUIEngine::EventHandler;
@ -59,6 +60,9 @@ EventHandler::~EventHandler()
bool EventHandler::OnEvent (const SEvent &event)
{
if (!m_accept_events && event.EventType != EET_LOG_TEXT_EVENT) return true;
if(!Debug::onEvent(event))
return false;
// TO DEBUG HATS (when you don't actually have a hat)
/*

108
src/utils/debug.cpp Normal file
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@ -0,0 +1,108 @@
//
// SuperTuxKart - a fun racing game with go-kart
// Copyright (C) 2013 Lionel Fuentes
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 3
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#include "debug.hpp"
#include "graphics/irr_driver.hpp"
#include "config/user_config.hpp"
#include "utils/log.hpp"
#include <IGUIEnvironment.h>
#include <IGUIContextMenu.h>
using namespace irr;
using namespace gui;
namespace Debug {
/** This is to let mouse input events go through when the debug menu is visible, otherwise
GUI events would be blocked while in a race... */
static bool g_debug_menu_visible = false;
static bool g_was_pointer_shown = false;
// -----------------------------------------------------------------------------
// Commands for the debug menu
enum DebugMenuCommand
{
//! graphics commands
DEBUG_GRAPHICS_RELOAD_SHADERS,
};
// -----------------------------------------------------------------------------
// Debug menu handling
bool onEvent(const SEvent &event)
{
// Only activated in artist debug mode
if(!UserConfigParams::m_artist_debug_mode)
return true; // keep handling the events
if(event.EventType == EET_MOUSE_INPUT_EVENT)
{
// Create the menu (only one menu at a time)
if(event.MouseInput.Event == EMIE_RMOUSE_PRESSED_DOWN && !g_debug_menu_visible)
{
// root menu
gui::IGUIEnvironment* guienv = irr_driver->getGUI();
IGUIContextMenu* mnu = guienv->addContextMenu(
core::rect<s32>(event.MouseInput.X, event.MouseInput.Y, event.MouseInput.Y+100, event.MouseInput.Y+100),NULL);
mnu->addItem(L"Graphics >",-1,true,true);
// graphics menu
IGUIContextMenu* sub = mnu->getSubMenu(0);
sub->addItem(L"Reload shaders", DEBUG_GRAPHICS_RELOAD_SHADERS );
g_debug_menu_visible = true;
g_was_pointer_shown = irr_driver->isPointerShown();
irr_driver->showPointer();
}
// Let Irrlicht handle the event while the menu is visible - otherwise in a race the GUI events won't be generated
if(g_debug_menu_visible)
return false;
}
if (event.EventType == EET_GUI_EVENT)
{
if (event.GUIEvent.Caller != NULL)
{
if(event.GUIEvent.Caller->getType() == EGUIET_CONTEXT_MENU)
{
IGUIContextMenu *menu = (IGUIContextMenu*)event.GUIEvent.Caller;
s32 cmdID = menu->getItemCommandId(menu->getSelectedItem());
if(event.GUIEvent.EventType == EGET_ELEMENT_CLOSED)
{
g_debug_menu_visible = false;
if(g_was_pointer_shown)
irr_driver->showPointer();
else
irr_driver->hidePointer();
}
if(cmdID == DEBUG_GRAPHICS_RELOAD_SHADERS)
{
Log::info("Debug", "Reloading shaders...\n");
irr_driver->updateShaders();
}
return false; // event has been treated
}
}
}
return true; // continue event handling
}
}

32
src/utils/debug.hpp Normal file
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@ -0,0 +1,32 @@
// SuperTuxKart - a fun racing game with go-kart
//
// Copyright (C) 2013 Lionel Fuentes
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 3
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#ifndef HEADER_DEBUG_HPP
#define HEADER_DEBUG_HPP
namespace irr {
struct SEvent;
}
namespace Debug
{
bool onEvent(const irr::SEvent &event);
}
#endif // HEADER_DEBUG_HPP