Add debug mode that shows mesh buffer bounding boxes

This commit is contained in:
sfan5 2025-01-02 11:18:37 +01:00
parent 9554e3d43a
commit 4e2ca05f08
8 changed files with 70 additions and 46 deletions

@ -34,7 +34,7 @@ enum E_DEBUG_SCENE_TYPE
EDS_BBOX_ALL = EDS_BBOX | EDS_BBOX_BUFFERS,
//! Show all debug infos
EDS_FULL = 0xffffffff
EDS_FULL = 0xffff
};
} // end namespace scene

@ -387,6 +387,14 @@ public:
pass currently is active they can render the correct part of their geometry. */
virtual E_SCENE_NODE_RENDER_PASS getSceneNodeRenderPass() const = 0;
/**
* Sets debug data flags that will be set on every rendered scene node.
* Refer to `E_DEBUG_SCENE_TYPE`.
* @param setBits bit mask of types to enable
* @param unsetBits bit mask of types to disable
*/
virtual void setGlobalDebugData(u16 setBits, u16 unsetBits) = 0;
//! Creates a new scene manager.
/** This can be used to easily draw and/or store two
independent scenes at the same time. The mesh cache will be

@ -403,14 +403,14 @@ public:
their geometry because it is their only reason for existence,
for example the OctreeSceneNode.
\param state The culling state to be used. Check E_CULLING_TYPE for possible values.*/
void setAutomaticCulling(u32 state)
void setAutomaticCulling(u16 state)
{
AutomaticCullingState = state;
}
//! Gets the automatic culling state.
/** \return The automatic culling state. */
u32 getAutomaticCulling() const
u16 getAutomaticCulling() const
{
return AutomaticCullingState;
}
@ -419,7 +419,7 @@ public:
/** A bitwise OR of the types from @ref irr::scene::E_DEBUG_SCENE_TYPE.
Please note that not all scene nodes support all debug data types.
\param state The debug data visibility state to be used. */
virtual void setDebugDataVisible(u32 state)
virtual void setDebugDataVisible(u16 state)
{
DebugDataVisible = state;
}
@ -427,7 +427,7 @@ public:
//! Returns if debug data like bounding boxes are drawn.
/** \return A bitwise OR of the debug data values from
@ref irr::scene::E_DEBUG_SCENE_TYPE that are currently visible. */
u32 isDebugDataVisible() const
u16 isDebugDataVisible() const
{
return DebugDataVisible;
}
@ -581,10 +581,10 @@ protected:
s32 ID;
//! Automatic culling state
u32 AutomaticCullingState;
u16 AutomaticCullingState;
//! Flag if debug data should be drawn, such as Bounding Boxes.
u32 DebugDataVisible;
u16 DebugDataVisible;
//! Is the node visible?
bool IsVisible;

@ -276,9 +276,6 @@ void CAnimatedMeshSceneNode::render()
debug_mat.ZBuffer = video::ECFN_DISABLED;
driver->setMaterial(debug_mat);
if (DebugDataVisible & scene::EDS_BBOX)
driver->draw3DBox(Box, video::SColor(255, 255, 255, 255));
// show bounding box
if (DebugDataVisible & scene::EDS_BBOX_BUFFERS) {
for (u32 g = 0; g < m->getMeshBufferCount(); ++g) {
@ -290,6 +287,9 @@ void CAnimatedMeshSceneNode::render()
}
}
if (DebugDataVisible & scene::EDS_BBOX)
driver->draw3DBox(Box, video::SColor(255, 255, 255, 255));
// show skeleton
if (DebugDataVisible & scene::EDS_SKELETON) {
if (Mesh->getMeshType() == EAMT_SKINNED) {

@ -110,11 +110,9 @@ void CMeshSceneNode::render()
if (DebugDataVisible && PassCount == 1) {
video::SMaterial m;
m.AntiAliasing = 0;
m.ZBuffer = video::ECFN_DISABLED;
driver->setMaterial(m);
if (DebugDataVisible & scene::EDS_BBOX) {
driver->draw3DBox(Box, video::SColor(255, 255, 255, 255));
}
if (DebugDataVisible & scene::EDS_BBOX_BUFFERS) {
for (u32 g = 0; g < Mesh->getMeshBufferCount(); ++g) {
driver->draw3DBox(
@ -123,6 +121,10 @@ void CMeshSceneNode::render()
}
}
if (DebugDataVisible & scene::EDS_BBOX) {
driver->draw3DBox(Box, video::SColor(255, 255, 255, 255));
}
if (DebugDataVisible & scene::EDS_NORMALS) {
// draw normals
const f32 debugNormalLength = 1.f;

@ -490,13 +490,19 @@ void CSceneManager::drawAll()
// let all nodes register themselves
OnRegisterSceneNode();
const auto &render_node = [this] (ISceneNode *node) {
u32 flags = node->isDebugDataVisible();
node->setDebugDataVisible((flags & DebugDataMask) | DebugDataBits);
node->render();
};
// render camera scenes
{
CurrentRenderPass = ESNRP_CAMERA;
Driver->getOverrideMaterial().Enabled = ((Driver->getOverrideMaterial().EnablePasses & CurrentRenderPass) != 0);
for (auto *node : CameraList)
node->render();
render_node(node);
CameraList.clear();
}
@ -507,7 +513,7 @@ void CSceneManager::drawAll()
Driver->getOverrideMaterial().Enabled = ((Driver->getOverrideMaterial().EnablePasses & CurrentRenderPass) != 0);
for (auto *node : SkyBoxList)
node->render();
render_node(node);
SkyBoxList.clear();
}
@ -520,7 +526,7 @@ void CSceneManager::drawAll()
std::sort(SolidNodeList.begin(), SolidNodeList.end());
for (auto &it : SolidNodeList)
it.Node->render();
render_node(it.Node);
SolidNodeList.clear();
}
@ -533,7 +539,7 @@ void CSceneManager::drawAll()
std::sort(TransparentNodeList.begin(), TransparentNodeList.end());
for (auto &it : TransparentNodeList)
it.Node->render();
render_node(it.Node);
TransparentNodeList.clear();
}
@ -546,7 +552,7 @@ void CSceneManager::drawAll()
std::sort(TransparentEffectNodeList.begin(), TransparentEffectNodeList.end());
for (auto &it : TransparentEffectNodeList)
it.Node->render();
render_node(it.Node);
TransparentEffectNodeList.clear();
}
@ -557,7 +563,7 @@ void CSceneManager::drawAll()
Driver->getOverrideMaterial().Enabled = ((Driver->getOverrideMaterial().EnablePasses & CurrentRenderPass) != 0);
for (auto *node : GuiNodeList)
node->render();
render_node(node);
GuiNodeList.clear();
}

@ -179,6 +179,11 @@ public:
//! Set current render time.
void setCurrentRenderPass(E_SCENE_NODE_RENDER_PASS nextPass) override { CurrentRenderPass = nextPass; }
void setGlobalDebugData(u16 setBits, u16 unsetBits) override {
DebugDataMask = ~unsetBits;
DebugDataBits = setBits;
}
//! returns if node is culled
bool isCulled(const ISceneNode *node) const override;
@ -268,6 +273,9 @@ private:
//! Mesh cache
IMeshCache *MeshCache;
//! Global debug render state
u16 DebugDataMask = 0, DebugDataBits = 0;
E_SCENE_NODE_RENDER_PASS CurrentRenderPass;
};

@ -427,6 +427,8 @@ public:
const static float object_hit_delay = 0.2;
const static u16 bbox_debug_flag = scene::EDS_BBOX_ALL;
/* The reason the following structs are not anonymous structs within the
* class is that they are not used by the majority of member functions and
* many functions that do require objects of thse types do not modify them
@ -635,6 +637,8 @@ protected:
private:
struct Flags {
bool disable_camera_update = false;
/// 0 = no debug text active, see toggleDebug() for the rest
int debug_state = 0;
};
void pauseAnimation();
@ -1663,6 +1667,7 @@ void Game::updateDebugState()
hud->disableBlockBounds();
if (!has_debug) {
draw_control->show_wireframe = false;
smgr->setGlobalDebugData(0, bbox_debug_flag);
m_flags.disable_camera_update = false;
m_game_formspec.disableDebugView();
}
@ -2222,46 +2227,41 @@ void Game::toggleDebug()
LocalPlayer *player = client->getEnv().getLocalPlayer();
bool has_debug = client->checkPrivilege("debug");
bool has_basic_debug = has_debug || (player->hud_flags & HUD_FLAG_BASIC_DEBUG);
// Initial: No debug info
// 1x toggle: Debug text
// 2x toggle: Debug text with profiler graph
// 3x toggle: Debug text and wireframe (needs "debug" priv)
// Next toggle: Back to initial
// 4x toggle: Debug text and bbox (needs "debug" priv)
//
// The debug text can be in 2 modes: minimal and basic.
// * Minimal: Only technical client info that not gameplay-relevant
// * Basic: Info that might give gameplay advantage, e.g. pos, angle
// Basic mode is used when player has the debug HUD flag set,
// otherwise the Minimal mode is used.
if (!m_game_ui->m_flags.show_minimal_debug) {
m_game_ui->m_flags.show_minimal_debug = true;
if (has_basic_debug)
m_game_ui->m_flags.show_basic_debug = true;
m_game_ui->m_flags.show_profiler_graph = false;
draw_control->show_wireframe = false;
auto &state = m_flags.debug_state;
state = (state + 1) % 5;
if (state >= 3 && !has_debug)
state = 0;
m_game_ui->m_flags.show_minimal_debug = state > 0;
m_game_ui->m_flags.show_basic_debug = state > 0 && has_basic_debug;
m_game_ui->m_flags.show_profiler_graph = state == 2;
draw_control->show_wireframe = state == 3;
smgr->setGlobalDebugData(state == 4 ? bbox_debug_flag : 0,
state == 4 ? 0 : bbox_debug_flag);
if (state == 1)
m_game_ui->showTranslatedStatusText("Debug info shown");
} else if (!m_game_ui->m_flags.show_profiler_graph && !draw_control->show_wireframe) {
if (has_basic_debug)
m_game_ui->m_flags.show_basic_debug = true;
m_game_ui->m_flags.show_profiler_graph = true;
else if (state == 2)
m_game_ui->showTranslatedStatusText("Profiler graph shown");
} else if (!draw_control->show_wireframe && client->checkPrivilege("debug")) {
if (has_basic_debug)
m_game_ui->m_flags.show_basic_debug = true;
m_game_ui->m_flags.show_profiler_graph = false;
draw_control->show_wireframe = true;
else if (state == 3)
m_game_ui->showTranslatedStatusText("Wireframe shown");
} else {
m_game_ui->m_flags.show_minimal_debug = false;
m_game_ui->m_flags.show_basic_debug = false;
m_game_ui->m_flags.show_profiler_graph = false;
draw_control->show_wireframe = false;
if (has_debug) {
m_game_ui->showTranslatedStatusText("Debug info, profiler graph, and wireframe hidden");
} else {
m_game_ui->showTranslatedStatusText("Debug info and profiler graph hidden");
}
}
else if (state == 4)
m_game_ui->showTranslatedStatusText("Bounding boxes shown");
else
m_game_ui->showTranslatedStatusText("All debug info hidden");
}