openmohaa/code/fgame/debuglines.cpp
2024-11-09 15:16:46 +01:00

782 lines
18 KiB
C++

/*
===========================================================================
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[g_iFirstLine + *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();
G_Color4f(0, 0, 1, alpha);
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();
G_Color4f(0, 0, 1, alpha);
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) {
Com_sprintf(format, sizeof(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);
Q_vsnprintf(szTemp, sizeof(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");
}
}