mirror of
https://github.com/k4zmu2a/SpaceCadetPinball.git
synced 2023-12-30 21:52:56 +00:00
355 lines
9.3 KiB
C++
355 lines
9.3 KiB
C++
#include "pch.h"
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#include "DebugOverlay.h"
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#include "loader.h"
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#include "maths.h"
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#include "proj.h"
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#include "winmain.h"
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#include "TFlipperEdge.h"
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#include "TFlipper.h"
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#include "pb.h"
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#include "TLine.h"
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#include "TCircle.h"
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#include "TPinballTable.h"
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#include "TEdgeBox.h"
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#include "TTableLayer.h"
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#include "TBall.h"
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#include "render.h"
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#include "options.h"
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#include "Sound.h"
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gdrv_bitmap8* DebugOverlay::dbScreen = nullptr;
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static int SDL_RenderDrawCircle(SDL_Renderer* renderer, int x, int y, int radius)
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{
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SDL_Point points[256];
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int pointCount = 0;
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int offsetx, offsety, d;
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int status;
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offsetx = 0;
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offsety = radius;
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d = radius - 1;
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status = 0;
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while (offsety >= offsetx)
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{
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if (pointCount + 8 > 256)
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{
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status = SDL_RenderDrawPoints(renderer, points, pointCount);
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pointCount = 0;
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if (status < 0) {
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status = -1;
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break;
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}
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}
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points[pointCount++] = { x + offsetx, y + offsety };
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points[pointCount++] = { x + offsety, y + offsetx };
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points[pointCount++] = { x - offsetx, y + offsety };
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points[pointCount++] = { x - offsety, y + offsetx };
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points[pointCount++] = { x + offsetx, y - offsety };
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points[pointCount++] = { x + offsety, y - offsetx };
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points[pointCount++] = { x - offsetx, y - offsety };
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points[pointCount++] = { x - offsety, y - offsetx };
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if (d >= 2 * offsetx) {
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d -= 2 * offsetx + 1;
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offsetx += 1;
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}
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else if (d < 2 * (radius - offsety)) {
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d += 2 * offsety - 1;
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offsety -= 1;
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}
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else {
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d += 2 * (offsety - offsetx - 1);
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offsety -= 1;
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offsetx += 1;
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}
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}
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if (pointCount > 0)
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status = SDL_RenderDrawPoints(renderer, points, pointCount);
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return status;
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}
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void DebugOverlay::UnInit()
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{
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delete dbScreen;
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dbScreen = nullptr;
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}
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void DebugOverlay::DrawOverlay()
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{
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if (dbScreen == nullptr)
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{
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dbScreen = new gdrv_bitmap8(render::vscreen->Width, render::vscreen->Height, false, false);
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dbScreen->CreateTexture("nearest", SDL_TEXTUREACCESS_TARGET);
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SDL_SetTextureBlendMode(dbScreen->Texture, SDL_BLENDMODE_BLEND);
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}
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// Setup overlay rendering
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Uint8 initialR, initialG, initialB, initialA;
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auto initialRenderTarget = SDL_GetRenderTarget(winmain::Renderer);
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SDL_GetRenderDrawColor(winmain::Renderer, &initialR, &initialG, &initialB, &initialA);
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SDL_SetRenderTarget(winmain::Renderer, dbScreen->Texture);
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SDL_SetRenderDrawColor(winmain::Renderer, 0, 0, 0, 0);
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SDL_RenderClear(winmain::Renderer);
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// Draw EdgeManager box grid
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if (options::Options.DebugOverlayGrid)
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DrawBoxGrid();
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// Draw bounding boxes around sprites
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if (options::Options.DebugOverlaySprites)
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DrawAllSprites();
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// Draw all edges registered in TCollisionComponent.EdgeList + flippers
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if (options::Options.DebugOverlayAllEdges)
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DrawAllEdges();
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// Draw ball collision info
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if (options::Options.DebugOverlayBallPosition || options::Options.DebugOverlayBallEdges)
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DrawBallInfo();
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// Draw positions associated with currently playing sound channels
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if (options::Options.DebugOverlaySounds)
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DrawSoundPositions();
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// Draw ball depth cutoff steps that determine sprite size.
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if (options::Options.DebugOverlayBallDepthGrid)
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DrawBallDepthSteps();
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// Draw AABB of collision components
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if (options::Options.DebugOverlayAabb)
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DrawComponentAabb();
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// Restore render target
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SDL_SetRenderTarget(winmain::Renderer, initialRenderTarget);
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SDL_SetRenderDrawColor(winmain::Renderer,
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initialR, initialG, initialB, initialA);
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// Copy overlay with alpha blending
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SDL_BlendMode blendMode;
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SDL_GetRenderDrawBlendMode(winmain::Renderer, &blendMode);
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SDL_SetRenderDrawBlendMode(winmain::Renderer, SDL_BLENDMODE_BLEND);
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SDL_RenderCopy(winmain::Renderer, dbScreen->Texture, nullptr, &render::DestinationRect);
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SDL_SetRenderDrawBlendMode(winmain::Renderer, blendMode);
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}
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void DebugOverlay::DrawBoxGrid()
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{
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auto& edgeMan = *TTableLayer::edge_manager;
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SDL_SetRenderDrawColor(winmain::Renderer, 0, 255, 0, 255);
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for (int x = 0; x <= edgeMan.MaxBoxX; x++)
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{
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vector2 boxPt{ x * edgeMan.AdvanceX + edgeMan.MinX , edgeMan.MinY };
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auto pt1 = proj::xform_to_2d(boxPt);
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boxPt.Y = edgeMan.MaxBoxY * edgeMan.AdvanceY + edgeMan.MinY;
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auto pt2 = proj::xform_to_2d(boxPt);
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SDL_RenderDrawLine(winmain::Renderer, pt1.X, pt1.Y, pt2.X, pt2.Y);
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}
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for (int y = 0; y <= edgeMan.MaxBoxY; y++)
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{
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vector2 boxPt{ edgeMan.MinX, y * edgeMan.AdvanceY + edgeMan.MinY };
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auto pt1 = proj::xform_to_2d(boxPt);
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boxPt.X = edgeMan.MaxBoxX * edgeMan.AdvanceX + edgeMan.MinX;
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auto pt2 = proj::xform_to_2d(boxPt);
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SDL_RenderDrawLine(winmain::Renderer, pt1.X, pt1.Y, pt2.X, pt2.Y);
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}
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}
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void DebugOverlay::DrawAllEdges()
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{
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SDL_SetRenderDrawColor(winmain::Renderer, 0, 200, 200, 255);
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for (auto cmp : pb::MainTable->ComponentList)
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{
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auto collCmp = dynamic_cast<TCollisionComponent*>(cmp);
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if (collCmp)
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{
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for (auto edge : collCmp->EdgeList)
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{
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DrawEdge(edge);
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}
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}
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auto flip = dynamic_cast<TFlipper*>(cmp);
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if (flip)
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{
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DrawEdge(flip->FlipperEdge);
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}
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}
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}
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void DebugOverlay::DrawBallInfo()
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{
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auto& edgeMan = *TTableLayer::edge_manager;
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for (auto ball : pb::MainTable->BallList)
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{
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if (ball->ActiveFlag)
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{
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vector2 ballPosition = { ball->Position.X, ball->Position.Y };
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if (options::Options.DebugOverlayBallEdges)
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{
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SDL_SetRenderDrawColor(winmain::Renderer, 255, 0, 0, 255);
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auto x = edgeMan.box_x(ballPosition.X), y = edgeMan.box_y(ballPosition.Y);
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auto& box = edgeMan.BoxArray[x + y * edgeMan.MaxBoxX];
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for (auto edge : box.EdgeList)
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{
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DrawEdge(edge);
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}
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}
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if (options::Options.DebugOverlayBallPosition)
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{
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SDL_SetRenderDrawColor(winmain::Renderer, 0, 0, 255, 255);
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auto pt1 = proj::xform_to_2d(ballPosition);
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SDL_RenderDrawCircle(winmain::Renderer, pt1.X, pt1.Y, 10);
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auto nextPos = ballPosition;
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maths::vector_add(nextPos, maths::vector_mul(ball->Direction, ball->Speed / 10.0f));
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auto pt2 = proj::xform_to_2d(nextPos);
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SDL_RenderDrawLine(winmain::Renderer, pt1.X, pt1.Y, pt2.X, pt2.Y);
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}
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}
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}
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}
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void DebugOverlay::DrawAllSprites()
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{
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SDL_SetRenderDrawColor(winmain::Renderer, 200, 200, 0, 255);
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for (auto cmp : pb::MainTable->ComponentList)
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{
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if (cmp->RenderSprite)
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{
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auto& bmpR = cmp->RenderSprite->BmpRect;
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if (bmpR.Width != 0 && bmpR.Height != 0)
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{
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SDL_Rect rect{ bmpR.XPosition, bmpR.YPosition, bmpR.Width, bmpR.Height };
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SDL_RenderDrawRect(winmain::Renderer, &rect);
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}
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}
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}
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}
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void DebugOverlay::DrawSoundPositions()
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{
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auto& edgeMan = *TTableLayer::edge_manager;
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SDL_SetRenderDrawColor(winmain::Renderer, 200, 0, 200, 255);
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for (auto& posNorm : Sound::Channels)
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{
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auto pos3D = edgeMan.DeNormalizeBox(posNorm.Position);
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auto pos2D = proj::xform_to_2d(pos3D);
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SDL_RenderDrawCircle(winmain::Renderer, pos2D.X, pos2D.Y, 7);
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}
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}
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void DebugOverlay::DrawBallDepthSteps()
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{
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auto& edgeMan = *TTableLayer::edge_manager;
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SDL_SetRenderDrawColor(winmain::Renderer, 200, 100, 0, 255);
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for (auto ball : pb::MainTable->BallList)
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{
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auto visualCount = loader::query_visual_states(ball->GroupIndex);
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for (auto index = 0; index < visualCount; ++index)
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{
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auto depthPt = reinterpret_cast<vector3*>(loader::query_float_attribute(ball->GroupIndex, index, 501));
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auto pt = proj::xform_to_2d(*depthPt);
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// Snap X coordinate to edge box sides
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auto x1 = proj::xform_to_2d(vector2{edgeMan.MinX, depthPt->Y}).X;
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auto x2 = proj::xform_to_2d(vector2{edgeMan.MaxBoxX * edgeMan.AdvanceX + edgeMan.MinX, depthPt->Y}).X;
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auto ff = proj::xform_to_2d(vector2{ edgeMan.MaxBoxX * edgeMan.AdvanceX + edgeMan.MinX, depthPt->Y });
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SDL_RenderDrawLine(winmain::Renderer, x1, pt.Y, x2, pt.Y);
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}
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break;
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}
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}
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void DebugOverlay::DrawComponentAabb()
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{
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SDL_SetRenderDrawColor(winmain::Renderer, 0, 50, 200, 255);
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for (auto cmp : pb::MainTable->ComponentList)
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{
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auto collCmp = dynamic_cast<TCollisionComponent*>(cmp);
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if (collCmp)
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{
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const auto& aabb = collCmp->AABB;
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auto pt1 = proj::xform_to_2d(vector2{ aabb.XMax, aabb.YMax });
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auto pt2 = proj::xform_to_2d(vector2{ aabb.XMin, aabb.YMin });
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SDL_Rect rect{ pt2.X,pt2.Y, pt1.X - pt2.X , pt1.Y - pt2.Y };
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SDL_RenderDrawRect(winmain::Renderer, &rect);
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}
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}
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}
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void DebugOverlay::DrawCicleType(circle_type& circle)
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{
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vector2 linePt{ circle.Center.X + sqrt(circle.RadiusSq), circle.Center.Y };
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auto pt1 = proj::xform_to_2d(circle.Center);
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auto pt2 = proj::xform_to_2d(linePt);
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auto radius = abs(pt2.X - pt1.X);
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SDL_RenderDrawCircle(winmain::Renderer, pt1.X, pt1.Y, radius);
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}
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void DebugOverlay::DrawLineType(line_type& line)
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{
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auto pt1 = proj::xform_to_2d(line.Origin);
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auto pt2 = proj::xform_to_2d(line.End);
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SDL_RenderDrawLine(winmain::Renderer, pt1.X, pt1.Y, pt2.X, pt2.Y);
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}
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void DebugOverlay::DrawEdge(TEdgeSegment* edge)
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{
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if (options::Options.DebugOverlayCollisionMask)
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{
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TBall* refBall = nullptr;
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for (auto ball : pb::MainTable->BallList)
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{
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if (ball->ActiveFlag)
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{
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refBall = ball;
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break;
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}
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}
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if (refBall != nullptr && (refBall->CollisionMask & edge->CollisionGroup) == 0)
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return;
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}
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auto line = dynamic_cast<TLine*>(edge);
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if (line)
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{
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DrawLineType(line->Line);
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return;
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}
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auto circle = dynamic_cast<TCircle*>(edge);
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if (circle)
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{
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DrawCicleType(circle->Circle);
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return;
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}
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auto flip = dynamic_cast<TFlipperEdge*>(edge);
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if (flip)
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{
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flip->set_control_points(pb::time_now);
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DrawLineType(flip->lineA);
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DrawLineType(flip->lineB);
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DrawCicleType(flip->circlebase);
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DrawCicleType(flip->circleT1);
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}
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}
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