Fixed compilation error with debug mode

This commit is contained in:
Elderme
2015-09-06 16:15:15 +02:00
parent 9916b9073b
commit 417bfb89e9
4 changed files with 227 additions and 1 deletions

View File

@@ -0,0 +1,208 @@
// SuperTuxKart - a fun racing game with go-kart
// Copyright (C) 2015 SuperTuxKart-Team
//
// 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 "graphics/abstract_renderer.hpp"
#include "graphics/irr_driver.hpp"
#include "guiengine/engine.hpp"
#include "guiengine/scalable_font.hpp"
using namespace irr;
#ifdef DEBUG
void AbstractRenderer::drawDebugMeshes()
{
for (unsigned int n=0; n<m_debug_meshes.size(); n++)
{
scene::IMesh* mesh = m_debug_meshes[n]->getMesh();
scene::ISkinnedMesh* smesh = static_cast<scene::ISkinnedMesh*>(mesh);
const core::array< scene::ISkinnedMesh::SJoint * >& joints =
smesh->getAllJoints();
for (unsigned int j=0; j<joints.size(); j++)
{
drawJoint( false, true, joints[j], smesh, j);
}
}
video::SColor color(255,255,255,255);
video::SMaterial material;
material.Thickness = 2;
material.AmbientColor = color;
material.DiffuseColor = color;
material.EmissiveColor= color;
material.BackfaceCulling = false;
material.setFlag(video::EMF_LIGHTING, false);
irr_driver->getVideoDriver()->setMaterial(material);
irr_driver->getVideoDriver()->setTransform(video::ETS_WORLD, core::IdentityMatrix);
for (unsigned int n=0; n<m_debug_meshes.size(); n++)
{
scene::IMesh* mesh = m_debug_meshes[n]->getMesh();
scene::ISkinnedMesh* smesh = static_cast<scene::ISkinnedMesh*>(mesh);
const core::array< scene::ISkinnedMesh::SJoint * >& joints =
smesh->getAllJoints();
for (unsigned int j=0; j<joints.size(); j++)
{
scene::IMesh* mesh = m_debug_meshes[n]->getMesh();
scene::ISkinnedMesh* smesh = static_cast<scene::ISkinnedMesh*>(mesh);
drawJoint(true, false, joints[j], smesh, j);
}
}
} // drawDebugMeshes
// ----------------------------------------------------------------------------
/** Draws a joing for debugging skeletons.
* \param drawline If true draw a line to the parent.
* \param drawname If true draw the name of the joint.
* \param joint The joint to draw.
* \param mesh The mesh whose skeleton is drawn (only used to get
* all joints to find the parent).
* \param id Index, which (%4) determines the color to use.
*/
void AbstractRenderer::drawJoint(bool drawline, bool drawname,
scene::ISkinnedMesh::SJoint* joint,
scene::ISkinnedMesh* mesh, int id)
{
scene::ISkinnedMesh::SJoint* parent = NULL;
const core::array< scene::ISkinnedMesh::SJoint * >& joints
= mesh->getAllJoints();
for (unsigned int j=0; j<joints.size(); j++)
{
if (joints[j]->Children.linear_search(joint) != -1)
{
parent = joints[j];
break;
}
}
core::vector3df jointpos = joint->GlobalMatrix.getTranslation();
video::SColor color(255, 255,255,255);
if (parent == NULL) color = video::SColor(255,0,255,0);
switch (id % 4)
{
case 0:
color = video::SColor(255,255,0,255);
break;
case 1:
color = video::SColor(255,255,0,0);
break;
case 2:
color = video::SColor(255,0,0,255);
break;
case 3:
color = video::SColor(255,0,255,255);
break;
}
if (parent)
{
core::vector3df parentpos = parent->GlobalMatrix.getTranslation();
jointpos = joint->GlobalMatrix.getTranslation();
if (drawline)
{
irr_driver->getVideoDriver()->draw3DLine(jointpos,
parentpos,
color);
}
}
else
{
/*
if (drawline)
{
irr_driver->getVideoDriver()->draw3DLine(jointpos,
core::vector3df(0,0,0),
color);
}
*/
}
if (joint->Children.size() == 0)
{
switch ((id + 1) % 4)
{
case 0:
color = video::SColor(255,255,0,255);
break;
case 1:
color = video::SColor(255,255,0,0);
break;
case 2:
color = video::SColor(255,0,0,255);
break;
case 3:
color = video::SColor(255,0,255,255);
break;
}
// This code doesn't quite work. 0.25 is used so that the bone is not
// way too long (not sure why I need to manually size it down)
// and the rotation of the bone is often rather off
core::vector3df v(0.0f, 0.25f, 0.0f);
//joint->GlobalMatrix.rotateVect(v);
joint->LocalMatrix.rotateVect(v);
v *= joint->LocalMatrix.getScale();
irr_driver->getVideoDriver()->draw3DLine(jointpos,
jointpos + v,
color);
}
switch ((id + 1) % 4)
{
case 0:
color = video::SColor(255,255,0,255);
break;
case 1:
color = video::SColor(255,255,0,0);
break;
case 2:
color = video::SColor(255,0,0,255);
break;
case 3:
color = video::SColor(255,0,255,255);
break;
}
if (drawname)
{
irr_driver->getVideoDriver()->setTransform(video::ETS_WORLD,
core::IdentityMatrix);
core::vector2di textpos =
irr_driver->getSceneManager()->getSceneCollisionManager()
->getScreenCoordinatesFrom3DPosition(jointpos);
GUIEngine::getSmallFont()->draw( core::stringw(joint->Name.c_str()),
core::rect<s32>(textpos,
core::dimension2d<s32>(500,50)),
color, false, false );
}
} //drawJoint
#endif //DEBUG

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@@ -18,8 +18,23 @@
#ifndef HEADER_ABSTRACT_RENDERER_HPP
#define HEADER_ABSTRACT_RENDERER_HPP
#include <irrlicht.h>
#include <vector>
class AbstractRenderer
{
protected:
/** Used to visualise skeletons. */
std::vector<irr::scene::IAnimatedMeshSceneNode*> m_debug_meshes;
#ifdef DEBUG
void drawDebugMeshes();
void drawJoint(bool drawline, bool drawname,
irr::scene::ISkinnedMesh::SJoint* joint,
irr::scene::ISkinnedMesh* mesh, int id);
#endif
public:
virtual ~AbstractRenderer(){}

View File

@@ -359,7 +359,7 @@ void ShaderBasedRenderer::render(float dt)
}
#ifdef DEBUG
irr_driver->drawDebugMeshes();
drawDebugMeshes();
#endif
PROFILER_PUSH_CPU_MARKER("EndSccene", 0x45, 0x75, 0x45);
@@ -368,3 +368,5 @@ void ShaderBasedRenderer::render(float dt)
irr_driver->getPostProcessing()->update(dt);
}

View File

@@ -38,6 +38,7 @@ private:
void debugPhysics();
void renderPostProcessing(Camera * const camera);
public:
ShaderBasedRenderer();
void render(float dt);