/* =========================================================================== Copyright (C) 2015 the OpenMoHAA team This file is part of OpenMoHAA source code. OpenMoHAA source code 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 2 of the License, or (at your option) any later version. OpenMoHAA source code 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 OpenMoHAA source code; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ // debuglines.cpp: // #include "debuglines.h" #include "game.h" #define NUM_CIRCLE_SEGMENTS 24 debugline_t *DebugLines = NULL; debugstring_t *DebugStrings = NULL; Vector currentVertex(0, 0, 0); Vector vertColor(1, 1, 1); float vertAlpha = 1; float vertexIndex = 0; float linewidth = 1; unsigned short lineStippleFactor = 1; unsigned short linePattern = 0xffff; int g_iFirstLine; int g_iCurrFrameLineCounter; int g_iFrameLineCount[100]; void G_InitDebugLines(void) { if (g_numdebuglinedelays->integer <= 0) { *gi.DebugLines = DebugLines; *gi.numDebugLines = 0; g_iFirstLine = 0; for (int i = 0; i < 100; i++) { g_iFrameLineCount[i] = 0; } g_iCurrFrameLineCounter = 0; } else { int iNumDelays = g_numdebuglinedelays->integer; int iCount; if (iNumDelays > 99) { iNumDelays = 99; } iCount = g_iFrameLineCount[(g_iCurrFrameLineCounter - iNumDelays + 100) % 100]; if (iCount) { g_iFirstLine += iCount; *gi.numDebugLines -= iCount; g_iFrameLineCount[(g_iCurrFrameLineCounter - iNumDelays + 100) % 100] = 0; } g_iCurrFrameLineCounter = (g_iCurrFrameLineCounter + 1) % 100; *gi.DebugLines = &DebugLines[g_iFirstLine]; } currentVertex = vec_zero; vertColor = Vector(1, 1, 1); vertAlpha = 1; vertexIndex = 0; linewidth = 1; lineStippleFactor = 1; linePattern = 0xffff; } void G_InitDebugStrings(void) { *gi.DebugStrings = DebugStrings; *gi.numDebugStrings = 0; } void G_AllocDebugLines(void) { // we do a malloc here so that we don't interfere with the game's memory footprint DebugLines = (debugline_t *)malloc((int)g_numdebuglines->integer * sizeof(debugline_t)); G_InitDebugLines(); for (int i = 0; i < 100; i++) { g_iFrameLineCount[i] = 0; } g_iCurrFrameLineCounter = 0; } void G_AllocDebugStrings(void) { DebugStrings = (debugstring_t *)malloc((int)g_numdebugstrings->integer * sizeof(debugstring_t)); G_InitDebugStrings(); } void G_DeAllocDebugLines(void) { if (DebugLines) { // we do a free here, because we used malloc above free(DebugLines); DebugLines = NULL; *gi.DebugLines = DebugLines; *gi.numDebugLines = 0; } } void G_ShiftDebugLines(void) { int iNewPos; int iOldPos; for (iNewPos = 0; iNewPos < *gi.numDebugLines && iNewPos < g_numdebuglines->integer; iNewPos++) { iOldPos = g_iFirstLine + iNewPos; DebugLines[iNewPos] = DebugLines[iOldPos]; } g_iFirstLine = 0; *gi.DebugLines = DebugLines; } void G_DeAllocDebugStrings(void) { if (DebugStrings) { // we do a free here, because we used malloc above free(DebugStrings); DebugStrings = NULL; *gi.DebugStrings = DebugStrings; *gi.numDebugStrings = 0; } } void G_DebugLine(Vector start, Vector end, float r, float g, float b, float alpha) { debugline_t *line; static int printTime = 0; if (!g_numdebuglines->integer) { return; } if (*gi.numDebugLines >= g_numdebuglines->integer) { if (level.svsTime >= printTime) { printTime = level.svsTime + 5000; gi.DPrintf("G_DebugLine: Exceeded MAX_DEBUG_LINES\n"); } return; } if (g_numdebuglinedelays->integer > 0 && g_iFirstLine > 0 && g_iFirstLine + *gi.numDebugLines + 1 >= g_numdebuglines->integer) { G_ShiftDebugLines(); } line = &DebugLines[*gi.numDebugLines]; (*gi.numDebugLines)++; g_iFrameLineCount[g_iCurrFrameLineCounter]++; VectorCopy(start, line->start); VectorCopy(end, line->end); VectorSet(line->color, r, g, b); line->alpha = alpha; line->width = linewidth; line->factor = lineStippleFactor; line->pattern = linePattern; } void G_LineStipple(int factor, unsigned short pattern) { lineStippleFactor = factor; linePattern = pattern; } void G_LineWidth(float width) { linewidth = width; } void G_Color3f(float r, float g, float b) { vertColor = Vector(r, g, b); } void G_Color3v(Vector color) { vertColor = color; } void G_Color4f(float r, float g, float b, float alpha) { vertColor = Vector(r, g, b); vertAlpha = alpha; } void G_Color3vf(Vector color, float alpha) { vertColor = color; vertAlpha = alpha; } void G_BeginLine(void) { currentVertex = vec_zero; vertexIndex = 0; } void G_Vertex(Vector v) { vertexIndex++; if (vertexIndex > 1) { G_DebugLine(currentVertex, v, vertColor[0], vertColor[1], vertColor[2], vertAlpha); } currentVertex = v; } void G_EndLine(void) { currentVertex = vec_zero; vertexIndex = 0; } void G_DebugBBox(Vector org, Vector mins, Vector maxs, float r, float g, float b, float alpha) { int i; Vector points[8]; /* ** compute a full bounding box */ for (i = 0; i < 8; i++) { Vector tmp; if (i & 1) { tmp[0] = org[0] + mins[0]; } else { tmp[0] = org[0] + maxs[0]; } if (i & 2) { tmp[1] = org[1] + mins[1]; } else { tmp[1] = org[1] + maxs[1]; } if (i & 4) { tmp[2] = org[2] + mins[2]; } else { tmp[2] = org[2] + maxs[2]; } points[i] = tmp; } G_Color4f(r, g, b, alpha); G_BeginLine(); G_Vertex(points[0]); G_Vertex(points[1]); G_Vertex(points[3]); G_Vertex(points[2]); G_Vertex(points[0]); G_EndLine(); G_BeginLine(); G_Vertex(points[4]); G_Vertex(points[5]); G_Vertex(points[7]); G_Vertex(points[6]); G_Vertex(points[4]); G_EndLine(); for (i = 0; i < 4; i++) { G_BeginLine(); G_Vertex(points[i]); G_Vertex(points[4 + i]); G_EndLine(); } } void G_DebugRotatedBBox(Vector org, Vector ang, Vector mins, Vector maxs, float r, float g, float b, float alpha) { int i; Vector tmp; Vector points[8]; vec3_t axis[3]; AnglesToAxis(ang, axis); /* ** compute a full bounding box */ for (i = 0; i < 8; i++) { Vector tmp; if (i & 1) { tmp[0] = mins[0]; } else { tmp[0] = maxs[0]; } if (i & 2) { tmp[1] = mins[1]; } else { tmp[1] = maxs[1]; } if (i & 4) { tmp[2] = mins[2]; } else { tmp[2] = maxs[2]; } MatrixTransformVector(tmp, axis, points[i]); points[i] += org; } G_Color4f(r, g, b, alpha); G_BeginLine(); G_Vertex(points[0]); G_Vertex(points[1]); G_Vertex(points[3]); G_Vertex(points[2]); G_Vertex(points[0]); G_EndLine(); G_BeginLine(); G_Vertex(points[4]); G_Vertex(points[5]); G_Vertex(points[7]); G_Vertex(points[6]); G_Vertex(points[4]); G_EndLine(); for (i = 0; i < 4; i++) { G_BeginLine(); G_Vertex(points[i]); G_Vertex(points[4 + i]); G_EndLine(); } } // // LED style digits // // ****1*** // * * 8 == / // 6 *4 // * * * // ****2*** // * * * // 7 *--8 5 9 // ** * **10 // ****3*** 12** // 11 static int Numbers[12][8] = { {1, 3, 4, 5, 6, 7, 0, 0}, // 0 {4, 5, 0, 0, 0, 0, 0, 0}, // 1 {1, 4, 2, 7, 3, 0, 0, 0}, // 2 {1, 4, 2, 5, 3, 0, 0, 0}, // 3 {6, 4, 2, 5, 0, 0, 0, 0}, // 4 {1, 6, 2, 5, 3, 0, 0, 0}, // 5 {1, 6, 2, 5, 7, 3, 0, 0}, // 6 {1, 8, 0, 0, 0, 0, 0, 0}, // 7 {1, 2, 3, 4, 5, 6, 7, 0}, // 8 {1, 6, 4, 2, 5, 3, 0, 0}, // 9 {9, 10, 11, 12, 0, 0, 0, 0}, // . {2, 0, 0, 0, 0, 0, 0, 0}, // - }; static float Lines[13][4] = { {0, 0, 0, 0}, // Unused {-4, 8, 4, 8}, // 1 {-4, 4, 4, 4}, // 2 {-4, 0, 4, 0}, // 3 {4, 8, 4, 4}, // 4 {4, 4, 4, 0}, // 5 {-4, 8, -4, 4}, // 6 {-4, 4, -4, 0}, // 7 {4, 8, -4, 0}, // 8 {-1, 2, 1, 2}, // 9 {1, 2, 1, 0}, // 10 {-1, 0, 1, 0}, // 11 {-1, 0, -1, 2}, // 12 }; void G_DrawDebugNumber(Vector org, float number, float scale, float r, float g, float b, int precision) { int i; int j; int l; int num; Vector up; Vector left; Vector pos; Vector start; Vector ang; str text; Vector delta; char format[20]; // only draw entity numbers within a certain radius delta = Vector(g_entities[0].s.origin) - org; if ((delta * delta) > (1000 * 1000)) { return; } G_Color4f(r, g, b, 1.0); ang = game.clients[0].ps.viewangles; ang.AngleVectorsLeft(NULL, &left, &up); up *= scale; left *= scale; if (precision > 0) { sprintf(format, "%%.%df", precision); text = va(format, number); } else { text = va("%d", (int)number); } start = org + (text.length() - 1) * 5 * left; for (i = 0; i < text.length(); i++) { if (text[i] == '.') { num = 10; } else if (text[i] == '-') { num = 11; } else { num = text[i] - '0'; } for (j = 0; j < 8; j++) { l = Numbers[num][j]; if (l == 0) { break; } G_BeginLine(); pos = start - Lines[l][0] * left + Lines[l][1] * up; G_Vertex(pos); pos = start - Lines[l][2] * left + Lines[l][3] * up; G_Vertex(pos); G_EndLine(); } start -= 10 * left; } } void G_DebugCircle(float *org, float radius, float r, float g, float b, float alpha, qboolean horizontal) { int i; float ang; Vector angles; Vector forward; Vector left; Vector pos; Vector delta; // only draw circles within a certain radius delta = Vector(g_entities[0].s.origin) - org; if ((delta * delta) > ((1000 + radius) * (1000 + radius))) { return; } G_Color4f(r, g, b, alpha); if (horizontal) { forward = "1 0 0"; left = "0 -1 0"; } else { angles = game.clients[0].ps.viewangles; angles.AngleVectors(NULL, &left, &forward); } G_BeginLine(); for (i = 0; i <= NUM_CIRCLE_SEGMENTS; i++) { ang = DEG2RAD(i * 360 / NUM_CIRCLE_SEGMENTS); pos = org + (sin(ang) * radius * forward) - (cos(ang) * radius * left); G_Vertex(pos); } G_EndLine(); } void G_DebugOrientedCircle(Vector org, float radius, float r, float g, float b, float alpha, Vector angles) { int i; float ang; Vector forward; Vector left; Vector pos; Vector delta; // only draw circles within a certain radius delta = Vector(g_entities[0].s.origin) - org; if ((delta * delta) > ((1000 + radius) * (1000 + radius))) { return; } G_Color4f(r, g, b, alpha); angles.AngleVectors(NULL, &left, &forward); G_BeginLine(); for (i = 0; i <= NUM_CIRCLE_SEGMENTS; i++) { ang = DEG2RAD(i * 360 / NUM_CIRCLE_SEGMENTS); pos = org + (sin(ang) * radius * forward) - (cos(ang) * radius * left); G_Vertex(pos); } G_EndLine(); // // Draw the cross sign // G_BeginLine(); ang = DEG2RAD(45 * 360 / NUM_CIRCLE_SEGMENTS); pos = org + (sin(ang) * radius * forward) - (cos(ang) * radius * left); G_Vertex(pos); ang = DEG2RAD(225 * 360 / NUM_CIRCLE_SEGMENTS); pos = org + (sin(ang) * radius * forward) - (cos(ang) * radius * left); G_Vertex(pos); G_BeginLine(); ang = DEG2RAD(315 * 360 / NUM_CIRCLE_SEGMENTS); pos = org + (sin(ang) * radius * forward) - (cos(ang) * radius * left); G_Vertex(pos); ang = DEG2RAD(135 * 360 / NUM_CIRCLE_SEGMENTS); pos = org + (sin(ang) * radius * forward) - (cos(ang) * radius * left); G_Vertex(pos); } void G_DebugPyramid(Vector org, float radius, float r, float g, float b, float alpha) { Vector delta; Vector points[4]; // only draw pyramids within a certain radius delta = Vector(g_entities[0].s.origin) - org; if ((delta * delta) > ((1000 + radius) * (1000 + radius))) { return; } G_Color4f(r, g, b, alpha); points[0] = org; points[0].z += radius; points[1] = org; points[1].z -= radius; points[2] = points[1]; points[3] = points[1]; points[1].x += cos(DEG2RAD(0)) * radius; points[1].y += sin(DEG2RAD(0)) * radius; points[2].x += cos(DEG2RAD(120)) * radius; points[2].y += sin(DEG2RAD(120)) * radius; points[3].x += cos(DEG2RAD(240)) * radius; points[3].y += sin(DEG2RAD(240)) * radius; G_BeginLine(); G_Vertex(points[0]); G_Vertex(points[1]); G_Vertex(points[2]); G_Vertex(points[0]); G_EndLine(); G_BeginLine(); G_Vertex(points[0]); G_Vertex(points[2]); G_Vertex(points[3]); G_Vertex(points[0]); G_EndLine(); G_BeginLine(); G_Vertex(points[0]); G_Vertex(points[3]); G_Vertex(points[1]); G_Vertex(points[0]); G_EndLine(); G_BeginLine(); G_Vertex(points[1]); G_Vertex(points[2]); G_Vertex(points[3]); G_Vertex(points[1]); G_EndLine(); } void G_DrawCoordSystem(Vector pos, Vector forward, Vector right, Vector up, int length) { if (g_showaxis->integer) { G_DebugLine(pos, pos + forward * length, 1, 0, 0, 1); G_DebugLine(pos, pos + right * length, 0, 1, 0, 1); G_DebugLine(pos, pos + up * length, 0, 0, 1, 1); } } void G_DrawCSystem(Vector pos, Vector forward, Vector right, Vector up, int length) { G_DebugLine(pos, pos + forward * length, 1.0, 0, 0, 1); G_DebugLine(pos, pos + right * length, 0, 1.0, 0, 1); G_DebugLine(pos, pos + up * length, 0, 0, 1.0, 1); } void G_DebugArrow(Vector org, Vector dir, float length, float r, float g, float b, float alpha) { Vector right; Vector up; Vector startpoint; Vector endpoint; PerpendicularVector(right, dir); up.CrossProduct(right, dir); startpoint = org; endpoint = startpoint + dir * length; length /= 6; G_DebugLine(startpoint, endpoint, r, g, b, alpha); G_DebugLine(endpoint, endpoint - (right * length) - (dir * length), r, g, b, alpha); G_DebugLine(endpoint, endpoint + (right * length) - (dir * length), r, g, b, alpha); G_DebugLine(endpoint, endpoint - (up * length) - (dir * length), r, g, b, alpha); G_DebugLine(endpoint, endpoint + (up * length) - (dir * length), r, g, b, alpha); } void G_DebugHighlightFacet(Vector org, Vector mins, Vector maxs, facet_t facet, float r, float g, float b, float alpha) { int i; Vector points[8]; /* ** compute a full bounding box */ for (i = 0; i < 8; i++) { Vector tmp; if (i & 1) { tmp[0] = org[0] + mins[0]; } else { tmp[0] = org[0] + maxs[0]; } if (i & 2) { tmp[1] = org[1] + mins[1]; } else { tmp[1] = org[1] + maxs[1]; } if (i & 4) { tmp[2] = org[2] + mins[2]; } else { tmp[2] = org[2] + maxs[2]; } points[i] = tmp; } G_Color4f(r, g, b, alpha); switch (facet) { case north: G_BeginLine(); G_Vertex(points[0]); G_Vertex(points[5]); G_EndLine(); G_BeginLine(); G_Vertex(points[1]); G_Vertex(points[4]); G_EndLine(); break; case south: G_BeginLine(); G_Vertex(points[2]); G_Vertex(points[7]); G_EndLine(); G_BeginLine(); G_Vertex(points[3]); G_Vertex(points[6]); G_EndLine(); break; case east: G_BeginLine(); G_Vertex(points[0]); G_Vertex(points[6]); G_EndLine(); G_BeginLine(); G_Vertex(points[4]); G_Vertex(points[2]); G_EndLine(); break; case west: G_BeginLine(); G_Vertex(points[1]); G_Vertex(points[7]); G_EndLine(); G_BeginLine(); G_Vertex(points[5]); G_Vertex(points[3]); G_EndLine(); break; case up: G_BeginLine(); G_Vertex(points[0]); G_Vertex(points[3]); G_EndLine(); G_BeginLine(); G_Vertex(points[1]); G_Vertex(points[2]); G_EndLine(); break; case down: G_BeginLine(); G_Vertex(points[4]); G_Vertex(points[7]); G_EndLine(); G_BeginLine(); G_Vertex(points[5]); G_Vertex(points[6]); G_EndLine(); break; } } void G_DebugString(Vector pos, float scale, float r, float g, float b, const char *pszText, ...) { debugstring_t *string; va_list va; char szTemp[32768]; if (!g_numdebugstrings) { return; } if (*gi.numDebugStrings < g_numdebugstrings->integer) { string = (debugstring_t *)&DebugStrings[*gi.numDebugStrings]; (*gi.numDebugStrings)++; va_start(va, pszText); vsprintf(szTemp, pszText, va); va_end(va); VectorCopy(pos, string->pos); string->scale = scale; string->color[0] = r; string->color[1] = g; string->color[2] = b; string->color[3] = 1.0f; strncpy(string->szText, szTemp, sizeof(string->szText)); string->szText[sizeof(string->szText) - 1] = 0; } else { gi.DPrintf("G_DebugString: Exceeded g_numdebugstrings\n"); } }