Adds circle drawing to DebugRenderer.
This was SVN commit r25315.
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e90aaf6348
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@ -44,6 +44,7 @@
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#include "simulation2/MessageTypes.h"
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#include "simulation2/system/ComponentManager.h"
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#include "simulation2/Simulation2.h"
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#include "renderer/DebugRenderer.h"
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#include "renderer/Renderer.h"
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@ -74,111 +75,63 @@ void CCinemaManager::DrawPaths() const
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if (!cmpCinemaManager)
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return;
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glDisable(GL_DEPTH_TEST);
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glEnable(GL_BLEND);
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for (const std::pair<const CStrW, CCinemaPath>& p : cmpCinemaManager->GetPaths())
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{
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DrawSpline(p.second, CColor(0.2f, 0.2f, 1.f, 0.9f), 128, true);
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DrawSpline(p.second, CColor(0.2f, 0.2f, 1.f, 0.9f), 128);
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DrawNodes(p.second, CColor(0.1f, 1.f, 0.f, 1.f));
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if (p.second.GetTargetSpline().GetAllNodes().empty())
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continue;
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DrawSpline(p.second.GetTargetSpline(), CColor(1.f, 0.3f, 0.4f, 0.9f), 128, true);
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DrawSpline(p.second.GetTargetSpline(), CColor(1.f, 0.3f, 0.4f, 0.9f), 128);
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DrawNodes(p.second.GetTargetSpline(), CColor(1.f, 0.1f, 0.f, 1.f));
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}
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glDisable(GL_BLEND);
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glEnable(GL_DEPTH_TEST);
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}
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void CCinemaManager::DrawSpline(const RNSpline& spline, const CColor& splineColor, int smoothness, bool lines) const
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void CCinemaManager::DrawSpline(const RNSpline& spline, const CColor& splineColor, int smoothness) const
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{
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if (spline.GetAllNodes().size() < 2)
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return;
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if (spline.GetAllNodes().size() == 2 && lines)
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if (spline.GetAllNodes().size() == 2)
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smoothness = 2;
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float start = spline.MaxDistance.ToFloat() / smoothness;
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float time = 0;
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const float start = spline.MaxDistance.ToFloat() / smoothness;
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#if CONFIG2_GLES
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#warning TODO : implement CCinemaPath on GLES
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#else
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glDisable(GL_DEPTH_TEST);
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glEnable(GL_BLEND);
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glColor4f(splineColor.r, splineColor.g, splineColor.b, splineColor.a);
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if (lines)
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std::vector<CVector3D> line;
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for (int i = 0; i <= smoothness; ++i)
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{
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const float time = start * i / spline.MaxDistance.ToFloat();
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line.emplace_back(spline.GetPosition(time));
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}
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g_Renderer.GetDebugRenderer().DrawLine(line, splineColor, 0.2f);
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// Height indicator
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if (g_Game && g_Game->GetWorld() && g_Game->GetWorld()->GetTerrain())
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{
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glLineWidth(1.8f);
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glEnable(GL_LINE_SMOOTH);
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glBegin(GL_LINE_STRIP);
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for (int i = 0; i <= smoothness; ++i)
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{
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time = start * i / spline.MaxDistance.ToFloat();
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CVector3D tmp = spline.GetPosition(time);
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glVertex3f(tmp.X, tmp.Y, tmp.Z);
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const float time = start * i / spline.MaxDistance.ToFloat();
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const CVector3D tmp = spline.GetPosition(time);
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const float groundY = g_Game->GetWorld()->GetTerrain()->GetExactGroundLevel(tmp.X, tmp.Z);
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g_Renderer.GetDebugRenderer().DrawLine(tmp, CVector3D(tmp.X, groundY, tmp.Z), splineColor, 0.1f);
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}
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glEnd();
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// Height indicator
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if (g_Game && g_Game->GetWorld() && g_Game->GetWorld()->GetTerrain())
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{
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glLineWidth(1.1f);
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glBegin(GL_LINES);
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for (int i = 0; i <= smoothness; ++i)
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{
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time = start * i / spline.MaxDistance.ToFloat();
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CVector3D tmp = spline.GetPosition(time);
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float groundY = g_Game->GetWorld()->GetTerrain()->GetExactGroundLevel(tmp.X, tmp.Z);
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glVertex3f(tmp.X, tmp.Y, tmp.Z);
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glVertex3f(tmp.X, groundY, tmp.Z);
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}
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glEnd();
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}
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glDisable(GL_LINE_SMOOTH);
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glLineWidth(1.0f);
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}
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else
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{
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smoothness /= 2;
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start = spline.MaxDistance.ToFloat() / smoothness;
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glEnable(GL_POINT_SMOOTH);
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glPointSize(3.0f);
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glBegin(GL_POINTS);
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for (int i = 0; i <= smoothness; ++i)
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{
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time = start * i / spline.MaxDistance.ToFloat();
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CVector3D tmp = spline.GetPosition(time);
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glVertex3f(tmp.X, tmp.Y, tmp.Z);
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}
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glEnd();
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glPointSize(1.0f);
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glDisable(GL_POINT_SMOOTH);
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}
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glDisable(GL_BLEND);
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glEnable(GL_DEPTH_TEST);
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#endif
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}
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void CCinemaManager::DrawNodes(const RNSpline& spline, const CColor& nodeColor) const
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{
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#if CONFIG2_GLES
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#warning TODO : implement CCinemaPath on GLES
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#else
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glDisable(GL_DEPTH_TEST);
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glEnable(GL_POINT_SMOOTH);
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glPointSize(7.0f);
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glColor4f(nodeColor.r, nodeColor.g, nodeColor.b, nodeColor.a);
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glBegin(GL_POINTS);
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for (const SplineData& node : spline.GetAllNodes())
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glVertex3f(node.Position.X.ToFloat(), node.Position.Y.ToFloat(), node.Position.Z.ToFloat());
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glEnd();
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glPointSize(1.0f);
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glDisable(GL_POINT_SMOOTH);
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glEnable(GL_DEPTH_TEST);
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#endif
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{
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g_Renderer.GetDebugRenderer().DrawCircle(
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CVector3D(node.Position.X.ToFloat(), node.Position.Y.ToFloat(), node.Position.Z.ToFloat()),
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0.5f, nodeColor);
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}
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}
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bool CCinemaManager::IsEnabled() const
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@ -34,12 +34,9 @@ public:
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~CCinemaManager() {}
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/**
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* Renders black bars and paths (if enabled)
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* Renders paths and their nodes (if enabled).
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*/
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void Render() const;
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void DrawPaths() const;
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void DrawSpline(const RNSpline& spline, const CColor& splineColor, int smoothness, bool lines) const;
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void DrawNodes(const RNSpline& spline, const CColor& nodesColor) const;
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bool IsPlaying() const;
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bool IsEnabled() const;
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@ -54,6 +51,10 @@ public:
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void SetPathsDrawing(const bool drawPath);
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private:
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void DrawPaths() const;
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void DrawSpline(const RNSpline& spline, const CColor& splineColor, int smoothness) const;
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void DrawNodes(const RNSpline& spline, const CColor& nodesColor) const;
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bool m_DrawPaths;
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};
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@ -56,6 +56,7 @@ void CDebugRenderer::DrawLine(const std::vector<CVector3D>& line, const CColor&
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const CVector3D cameraIn = g_Renderer.GetViewCamera().GetOrientation().GetIn();
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std::vector<float> vertices;
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vertices.reserve(line.size() * 6 * 3);
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#define ADD(position) \
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vertices.emplace_back((position).X); \
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vertices.emplace_back((position).Y); \
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@ -90,6 +91,52 @@ void CDebugRenderer::DrawLine(const std::vector<CVector3D>& line, const CColor&
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#endif
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}
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void CDebugRenderer::DrawCircle(const CVector3D& origin, const float radius, const CColor& color)
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{
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#if CONFIG2_GLES
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#warning TODO: implement drawing circle for GLES
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#else
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CShaderTechniquePtr debugCircleTech =
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g_Renderer.GetShaderManager().LoadEffect(str_debug_line);
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debugCircleTech->BeginPass();
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CShaderProgramPtr debugCircleShader = debugCircleTech->GetShader();
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const CCamera& camera = g_Renderer.GetViewCamera();
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debugCircleShader->Bind();
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debugCircleShader->Uniform(str_transform, camera.GetViewProjection());
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debugCircleShader->Uniform(str_color, color);
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const CVector3D cameraUp = camera.GetOrientation().GetUp();
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const CVector3D cameraLeft = camera.GetOrientation().GetLeft();
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std::vector<float> vertices;
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#define ADD(position) \
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vertices.emplace_back((position).X); \
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vertices.emplace_back((position).Y); \
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vertices.emplace_back((position).Z);
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ADD(origin)
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constexpr size_t segments = 16;
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for (size_t idx = 0; idx <= segments; ++idx)
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{
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const float angle = M_PI * 2.0f * idx / segments;
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const CVector3D offset = cameraUp * sin(angle) - cameraLeft * cos(angle);
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ADD(origin + offset * radius)
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}
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#undef ADD
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debugCircleShader->VertexPointer(3, GL_FLOAT, 0, vertices.data());
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debugCircleShader->AssertPointersBound();
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glDrawArrays(GL_TRIANGLE_FAN, 0, vertices.size() / 3);
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debugCircleShader->Unbind();
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debugCircleTech->EndPass();
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#endif
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}
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void CDebugRenderer::DrawCameraFrustum(const CCamera& camera, int intermediates) const
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{
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#if CONFIG2_GLES
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@ -40,6 +40,11 @@ public:
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void DrawLine(const CVector3D& from, const CVector3D& to, const CColor& color, const float width);
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void DrawLine(const std::vector<CVector3D>& line, const CColor& color, const float width);
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/**
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* Render the circle in world space oriented to the view camera.
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*/
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void DrawCircle(const CVector3D& origin, const float radius, const CColor& color);
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/**
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* Render: Renders the camera's frustum in world space.
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* The caller should set the color using glColorXy before calling Render.
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