13 DebugDraw
Chuck Walbourn редактировал(а) эту страницу 2023-05-27 21:19:36 -07:00

This provides a set of helpers that use PrimitiveBatch to draw common debug shapes like boxes, spheres, frustums, etc. They are drawn as simple lines which makes them ideally suited for visualizing bounding volumes, collision data, etc.

Collision Sample

DebugDraw.h

#include <DirectXColors.h>
#include <DirectXCollision.h>

void XM_CALLCONV Draw(DirectX::PrimitiveBatch<DirectX::VertexPositionColor>* batch,
   const DirectX::BoundingSphere& sphere,
   DirectX::FXMVECTOR color = DirectX::Colors::White);

void XM_CALLCONV Draw(DirectX::PrimitiveBatch<DirectX::VertexPositionColor>* batch,
   const DirectX::BoundingBox& box,
   DirectX::FXMVECTOR color = DirectX::Colors::White);

void XM_CALLCONV Draw(DirectX::PrimitiveBatch<DirectX::VertexPositionColor>* batch,
   const DirectX::BoundingOrientedBox& obb,
   DirectX::FXMVECTOR color = DirectX::Colors::White);

void XM_CALLCONV Draw(DirectX::PrimitiveBatch<DirectX::VertexPositionColor>* batch,
   const DirectX::BoundingFrustum& frustum,
   DirectX::FXMVECTOR color = DirectX::Colors::White);

void XM_CALLCONV DrawGrid(DirectX::PrimitiveBatch<DirectX::VertexPositionColor>* batch,
   DirectX::FXMVECTOR xAxis, DirectX::FXMVECTOR yAxis,
   DirectX::FXMVECTOR origin, size_t xdivs, size_t ydivs,
   DirectX::GXMVECTOR color = DirectX::Colors::White);

void XM_CALLCONV DrawRing(DirectX::PrimitiveBatch<DirectX::VertexPositionColor>* batch,
   DirectX::FXMVECTOR origin, DirectX::FXMVECTOR majorAxis, DirectX::FXMVECTOR minorAxis,
   DirectX::GXMVECTOR color = DirectX::Colors::White);

void XM_CALLCONV DrawRay(DirectX::PrimitiveBatch<DirectX::VertexPositionColor>* batch,
   DirectX::FXMVECTOR origin, DirectX::FXMVECTOR direction, bool normalize = true,
   DirectX::FXMVECTOR color = DirectX::Colors::White);

void XM_CALLCONV DrawTriangle(DirectX::PrimitiveBatch<DirectX::VertexPositionColor>* batch,
   DirectX::FXMVECTOR pointA, DirectX::FXMVECTOR pointB, DirectX::FXMVECTOR pointC,
   DirectX::GXMVECTOR color = DirectX::Colors::White);

void XM_CALLCONV DrawQuad(DirectX::PrimitiveBatch<DirectX::VertexPositionColor>* batch,
   DirectX::FXMVECTOR pointA, DirectX::FXMVECTOR pointB,
   DirectX::FXMVECTOR pointC, DirectX::GXMVECTOR pointD,
   DirectX::HXMVECTOR color = DirectX::Colors::White);    

DebugDraw.cpp

#include "DebugDraw.h"

using namespace DirectX;

namespace
{
    inline void XM_CALLCONV DrawCube(PrimitiveBatch<VertexPositionColor>* batch,
        CXMMATRIX matWorld,
        FXMVECTOR color)
    {
        static const XMVECTORF32 s_verts[8] =
        {
            { { { -1.f, -1.f, -1.f, 0.f } } },
            { { {  1.f, -1.f, -1.f, 0.f } } },
            { { {  1.f, -1.f,  1.f, 0.f } } },
            { { { -1.f, -1.f,  1.f, 0.f } } },
            { { { -1.f,  1.f, -1.f, 0.f } } },
            { { {  1.f,  1.f, -1.f, 0.f } } },
            { { {  1.f,  1.f,  1.f, 0.f } } },
            { { { -1.f,  1.f,  1.f, 0.f } } }
        };

        static const WORD s_indices[] =
        {
            0, 1,
            1, 2,
            2, 3,
            3, 0,
            4, 5,
            5, 6,
            6, 7,
            7, 4,
            0, 4,
            1, 5,
            2, 6,
            3, 7
        };

        VertexPositionColor verts[8];
        for (size_t i = 0; i < 8; ++i)
        {
            XMVECTOR v = XMVector3Transform(s_verts[i], matWorld);
            XMStoreFloat3(&verts[i].position, v);
            XMStoreFloat4(&verts[i].color, color);
        }

        batch->DrawIndexed(D3D_PRIMITIVE_TOPOLOGY_LINELIST, s_indices, static_cast<UINT>(std::size(s_indices)), verts, 8);
    }
}


void XM_CALLCONV Draw(PrimitiveBatch<VertexPositionColor>* batch,
    const BoundingSphere& sphere,
    FXMVECTOR color)
{
    XMVECTOR origin = XMLoadFloat3(&sphere.Center);

    const float radius = sphere.Radius;

    XMVECTOR xaxis = g_XMIdentityR0 * radius;
    XMVECTOR yaxis = g_XMIdentityR1 * radius;
    XMVECTOR zaxis = g_XMIdentityR2 * radius;

    DrawRing(batch, origin, xaxis, zaxis, color);
    DrawRing(batch, origin, xaxis, yaxis, color);
    DrawRing(batch, origin, yaxis, zaxis, color);
}


void XM_CALLCONV Draw(PrimitiveBatch<VertexPositionColor>* batch,
    const BoundingBox& box,
    FXMVECTOR color)
{
    XMMATRIX matWorld = XMMatrixScaling(box.Extents.x, box.Extents.y, box.Extents.z);
    XMVECTOR position = XMLoadFloat3(&box.Center);
    matWorld.r[3] = XMVectorSelect(matWorld.r[3], position, g_XMSelect1110);

    DrawCube(batch, matWorld, color);
}


void XM_CALLCONV Draw(PrimitiveBatch<VertexPositionColor>* batch,
    const BoundingOrientedBox& obb,
    FXMVECTOR color)
{
    XMMATRIX matWorld = XMMatrixRotationQuaternion(XMLoadFloat4(&obb.Orientation));
    XMMATRIX matScale = XMMatrixScaling(obb.Extents.x, obb.Extents.y, obb.Extents.z);
    matWorld = XMMatrixMultiply(matScale, matWorld);
    XMVECTOR position = XMLoadFloat3(&obb.Center);
    matWorld.r[3] = XMVectorSelect(matWorld.r[3], position, g_XMSelect1110);

    DrawCube(batch, matWorld, color);
}


void XM_CALLCONV Draw(PrimitiveBatch<VertexPositionColor>* batch,
    const BoundingFrustum& frustum,
    FXMVECTOR color)
{
    XMFLOAT3 corners[BoundingFrustum::CORNER_COUNT];
    frustum.GetCorners(corners);

    VertexPositionColor verts[24] = {};
    verts[0].position = corners[0];
    verts[1].position = corners[1];
    verts[2].position = corners[1];
    verts[3].position = corners[2];
    verts[4].position = corners[2];
    verts[5].position = corners[3];
    verts[6].position = corners[3];
    verts[7].position = corners[0];

    verts[8].position = corners[0];
    verts[9].position = corners[4];
    verts[10].position = corners[1];
    verts[11].position = corners[5];
    verts[12].position = corners[2];
    verts[13].position = corners[6];
    verts[14].position = corners[3];
    verts[15].position = corners[7];

    verts[16].position = corners[4];
    verts[17].position = corners[5];
    verts[18].position = corners[5];
    verts[19].position = corners[6];
    verts[20].position = corners[6];
    verts[21].position = corners[7];
    verts[22].position = corners[7];
    verts[23].position = corners[4];

    for (size_t j = 0; j < std::size(verts); ++j)
    {
        XMStoreFloat4(&verts[j].color, color);
    }

    batch->Draw(D3D_PRIMITIVE_TOPOLOGY_LINELIST, verts, static_cast<UINT>(std::size(verts)));
}


void XM_CALLCONV DrawGrid(PrimitiveBatch<VertexPositionColor>* batch,
    FXMVECTOR xAxis,
    FXMVECTOR yAxis,
    FXMVECTOR origin,
    size_t xdivs,
    size_t ydivs,
    GXMVECTOR color)
{
    xdivs = std::max<size_t>(1, xdivs);
    ydivs = std::max<size_t>(1, ydivs);

    for (size_t i = 0; i <= xdivs; ++i)
    {
        float percent = float(i) / float(xdivs);
        percent = (percent * 2.f) - 1.f;
        XMVECTOR scale = XMVectorScale(xAxis, percent);
        scale = XMVectorAdd(scale, origin);

        VertexPositionColor v1(XMVectorSubtract(scale, yAxis), color);
        VertexPositionColor v2(XMVectorAdd(scale, yAxis), color);
        batch->DrawLine(v1, v2);
    }

    for (size_t i = 0; i <= ydivs; i++)
    {
        FLOAT percent = float(i) / float(ydivs);
        percent = (percent * 2.f) - 1.f;
        XMVECTOR scale = XMVectorScale(yAxis, percent);
        scale = XMVectorAdd(scale, origin);

        VertexPositionColor v1(XMVectorSubtract(scale, xAxis), color);
        VertexPositionColor v2(XMVectorAdd(scale, xAxis), color);
        batch->DrawLine(v1, v2);
    }
}


void XM_CALLCONV DrawRing(PrimitiveBatch<VertexPositionColor>* batch,
    FXMVECTOR origin,
    FXMVECTOR majorAxis,
    FXMVECTOR minorAxis,
    GXMVECTOR color)
{
    static const size_t c_ringSegments = 32;

    VertexPositionColor verts[c_ringSegments + 1];

    FLOAT fAngleDelta = XM_2PI / float(c_ringSegments);
    // Instead of calling cos/sin for each segment we calculate
    // the sign of the angle delta and then incrementally calculate sin
    // and cosine from then on.
    XMVECTOR cosDelta = XMVectorReplicate(cosf(fAngleDelta));
    XMVECTOR sinDelta = XMVectorReplicate(sinf(fAngleDelta));
    XMVECTOR incrementalSin = XMVectorZero();
    static const XMVECTORF32 s_initialCos =
    {
        1.f, 1.f, 1.f, 1.f
    };
    XMVECTOR incrementalCos = s_initialCos.v;
    for (size_t i = 0; i < c_ringSegments; i++)
    {
        XMVECTOR pos = XMVectorMultiplyAdd(majorAxis, incrementalCos, origin);
        pos = XMVectorMultiplyAdd(minorAxis, incrementalSin, pos);
        XMStoreFloat3(&verts[i].position, pos);
        XMStoreFloat4(&verts[i].color, color);
        // Standard formula to rotate a vector.
        XMVECTOR newCos = incrementalCos * cosDelta - incrementalSin * sinDelta;
        XMVECTOR newSin = incrementalCos * sinDelta + incrementalSin * cosDelta;
        incrementalCos = newCos;
        incrementalSin = newSin;
    }
    verts[c_ringSegments] = verts[0];

    batch->Draw(D3D_PRIMITIVE_TOPOLOGY_LINESTRIP, verts, c_ringSegments + 1);
}


void XM_CALLCONV DrawRay(PrimitiveBatch<VertexPositionColor>* batch,
    FXMVECTOR origin,
    FXMVECTOR direction,
    bool normalize,
    FXMVECTOR color)
{
    VertexPositionColor verts[3];
    XMStoreFloat3(&verts[0].position, origin);

    XMVECTOR normDirection = XMVector3Normalize(direction);
    XMVECTOR rayDirection = (normalize) ? normDirection : direction;

    XMVECTOR perpVector = XMVector3Cross(normDirection, g_XMIdentityR1);

    if (XMVector3Equal(XMVector3LengthSq(perpVector), g_XMZero))
    {
        perpVector = XMVector3Cross(normDirection, g_XMIdentityR2);
    }
    perpVector = XMVector3Normalize(perpVector);

    XMStoreFloat3(&verts[1].position, XMVectorAdd(rayDirection, origin));
    perpVector = XMVectorScale(perpVector, 0.0625f);
    normDirection = XMVectorScale(normDirection, -0.25f);
    rayDirection = XMVectorAdd(perpVector, rayDirection);
    rayDirection = XMVectorAdd(normDirection, rayDirection);
    XMStoreFloat3(&verts[2].position, XMVectorAdd(rayDirection, origin));

    XMStoreFloat4(&verts[0].color, color);
    XMStoreFloat4(&verts[1].color, color);
    XMStoreFloat4(&verts[2].color, color);

    batch->Draw(D3D_PRIMITIVE_TOPOLOGY_LINESTRIP, verts, 2);
}


void XM_CALLCONV DrawTriangle(PrimitiveBatch<VertexPositionColor>* batch,
    FXMVECTOR pointA,
    FXMVECTOR pointB,
    FXMVECTOR pointC,
    GXMVECTOR color)
{
    VertexPositionColor verts[4];
    XMStoreFloat3(&verts[0].position, pointA);
    XMStoreFloat3(&verts[1].position, pointB);
    XMStoreFloat3(&verts[2].position, pointC);
    XMStoreFloat3(&verts[3].position, pointA);

    XMStoreFloat4(&verts[0].color, color);
    XMStoreFloat4(&verts[1].color, color);
    XMStoreFloat4(&verts[2].color, color);
    XMStoreFloat4(&verts[3].color, color);

    batch->Draw(D3D_PRIMITIVE_TOPOLOGY_LINESTRIP, verts, 4);
}


void XM_CALLCONV DX::DrawQuad(PrimitiveBatch<VertexPositionColor>* batch,
    FXMVECTOR pointA,
    FXMVECTOR pointB,
    FXMVECTOR pointC,
    GXMVECTOR pointD,
    HXMVECTOR color)
{
    VertexPositionColor verts[5];
    XMStoreFloat3(&verts[0].position, pointA);
    XMStoreFloat3(&verts[1].position, pointB);
    XMStoreFloat3(&verts[2].position, pointC);
    XMStoreFloat3(&verts[3].position, pointD);
    XMStoreFloat3(&verts[4].position, pointA);

    XMStoreFloat4(&verts[0].color, color);
    XMStoreFloat4(&verts[1].color, color);
    XMStoreFloat4(&verts[2].color, color);
    XMStoreFloat4(&verts[3].color, color);
    XMStoreFloat4(&verts[4].color, color);

    batch->Draw(D3D_PRIMITIVE_TOPOLOGY_LINESTRIP, verts, 5);
}

Example (DirectX 11)

To use the debug draw routines in your application, set up drawing with PrimitiveBatch per the usual setup (see Simple rendering for more details).

m_states = std::make_unique<CommonStates>(device);
m_batch = std::make_unique<PrimitiveBatch<VertexPositionColor>>(context);

m_effect = std::make_unique<BasicEffect>(device);
m_effect->SetVertexColorEnabled(true);
m_effect->SetView(...);
m_effect->SetProjection(...);

{
    void const* shaderByteCode;
    size_t byteCodeLength;

    m_effect->GetVertexShaderBytecode(&shaderByteCode, &byteCodeLength);

    DX::ThrowIfFailed(
        device->CreateInputLayout(
            VertexPositionColor::InputElements, VertexPositionColor::InputElementCount,
            shaderByteCode, byteCodeLength,
            m_layout.ReleaseAndGetAddressOf()));
}

To render , call Begin and then use the debug draw functions on the 'open' PrimitiveBatch, then call End.

context->OMSetBlendState(m_states->Opaque(), nullptr, 0xFFFFFFFF);
context->OMSetDepthStencilState(m_states->DepthNone(), 0);
context->RSSetState(m_states->CullNone());

m_effect->Apply(context);

context->IASetInputLayout(m_layout.Get());

m_batch->Begin();

Draw(m_batch.get(), frustum, Colors::Blue); // BoundingFrustum
Draw(m_batch.get(), box, Colors::Blue); // BoundingBox
Draw(m_batch.get(), orientedBox, Colors::Blue); // BoundingOrientedBox
Draw(m_batch.get(), sphere, Colors::Blue); // BoundingSphere

m_batch->End();

Example (DirectX 12)

To use the debug draw routines in your application, set up drawing with PrimitiveBatch per the usual setup (see Simple rendering for more details).

m_batch = std::make_unique<PrimitiveBatch<VertexPositionColor>>(device);

EffectPipelineStateDescription pd(
    &VertexPositionColor::InputLayout,
    CommonStates::Opaque,
    CommonStates::DepthDefault,
    CommonStates::CullNone,
    rtState,
    D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE);

m_effect = std::make_unique<BasicEffect>(device, EffectFlags::VertexColor, pd);
m_effect->SetView(...);
m_effect->SetProjection(...);

To render , call Begin and then use the debug draw functions on the 'open' PrimitiveBatch, then call End.

m_effect->Apply(commandList);

m_batch->Begin(commandList);

Draw(m_batch.get(), frustum, Colors::Blue); // BoundingFrustum
Draw(m_batch.get(), box, Colors::Blue); // BoundingBox
Draw(m_batch.get(), orientedBox, Colors::Blue); // BoundingOrientedBox
Draw(m_batch.get(), sphere, Colors::Blue); // BoundingSphere

m_batch->End();