openmohaa/code/fgame/debuglines.cpp
2023-06-15 23:44:02 +02:00

877 lines
16 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[ *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();
}
}
//
// 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;
}
}