sm64/enhancements/debug_box.inc.c

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2020-01-03 10:38:57 -05:00
#include <ultra64.h>
#include "sm64.h"
#include "game/game.h"
#include "game/geo_misc.h"
#include "engine/math_util.h"
#include "debug_box.h"
/**
* @file debug_box.inc.c
* Draws 3D boxes for debugging purposes.
*
* How to use:
*
* In area.c, add this to the list of includes:
*
* #include "enhancements/debug_box.inc.c"
*
* Then in render_game() in the same file, add a call to render_debug_boxes():
*
* void render_game(void) {
* if (gCurrentArea != NULL && !gWarpTransition.pauseRendering) {
* geo_process_root(...);
*
* render_debug_boxes(); // add here
*
* gSPViewport(...);
* gDPSetScissor(...);
* //...
*
* Now just call debug_box() whenever you want to draw one!
*
* debug_box by default takes two arguments: a center and bounds vec3f.
* This will draw a box starting from the point (center - bounds) to (center + bounds).
*
* Use debug_box_rot to draw a box rotated in the xz-plane.
*
* If you want to draw a box by specifying min and max points, use debug_box_pos() instead.
*/
/**
* Internal struct containing box info
*/
struct DebugBox {
Vec3s center;
Vec3s bounds;
s16 yaw;
};
struct DebugBox *sBoxes[MAX_DEBUG_BOXES];
s16 sNumBoxes = 0;
extern Mat4 gMatStack[32]; //XXX: Hack
/**
* The debug boxes' transparency
*/
#define DBG_BOX_ALPHA 0x7F
/**
* The debug boxes' color
*/
#define DBG_BOX_COL 0xFF, 0x00, 0x00, DBG_BOX_ALPHA
/**
* Sets up the RCP for drawing the boxes
*/
static const Gfx dl_debug_box_begin[] = {
gsDPPipeSync(),
#if DBG_BOX_ALPHA < 0xFF
gsDPSetRenderMode(G_RM_ZB_XLU_SURF, G_RM_NOOP2),
#else
gsDPSetRenderMode(G_RM_ZB_OPA_SURF, G_RM_NOOP2),
#endif
gsSPClearGeometryMode(G_LIGHTING | G_CULL_BACK),
gsSPSetGeometryMode(G_ZBUFFER | G_SHADE | G_SHADING_SMOOTH),
gsSPTexture(0, 0, 0, 0, G_OFF),
gsDPSetCombineMode(G_CC_SHADE, G_CC_SHADE),
gsSPEndDisplayList(),
};
/**
* Actually draws the box
*/
static const Gfx dl_debug_draw_box[] = {
gsSP2Triangles( 0, 1, 2, 0x0, 2, 1, 3, 0x0),
gsSP2Triangles( 2, 3, 6, 0x0, 6, 3, 7, 0x0),
gsSP2Triangles( 4, 0, 2, 0x0, 2, 6, 4, 0x0),
gsSP2Triangles( 1, 5, 3, 0x0, 3, 5, 7, 0x0),
gsSP2Triangles( 1, 0, 4, 0x0, 1, 4, 5, 0x0),
gsSP2Triangles( 5, 4, 6, 0x0, 5, 6, 7, 0x0),
gsSPEndDisplayList(),
};
/**
* Adds a box to the list to be rendered this frame.
*
* If there are already MAX_DEBUG_BOXES boxes, does nothing.
*/
static void append_debug_box(Vec3f center, Vec3f bounds, s16 yaw)
{
if (sNumBoxes >= MAX_DEBUG_BOXES ||
(sBoxes[sNumBoxes] = mem_pool_alloc(gEffectsMemoryPool, sizeof(struct DebugBox))) == NULL) {
return;
}
vec3f_to_vec3s(sBoxes[sNumBoxes]->center, center);
vec3f_to_vec3s(sBoxes[sNumBoxes]->bounds, bounds);
sBoxes[sNumBoxes]->yaw = yaw;
++sNumBoxes;
}
/**
* Draws a debug box from (center - bounds) to (center + bounds)
* To draw a rotated box, use debug_box_rot()
*
* @see debug_box_rot()
*/
void debug_box(Vec3f center, Vec3f bounds)
{
append_debug_box(center, bounds, 0);
}
/**
* Draws a debug box from (center - bounds) to (center + bounds), rotating it by `yaw`
*/
void debug_box_rot(Vec3f center, Vec3f bounds, s16 yaw)
{
append_debug_box(center, bounds, yaw);
}
/**
* Draws a debug box from pMin to pMax
* To draw a rotated box this way, use debug_box_pos_rot()
*
* @see debug_box_pos_rot()
*/
void debug_box_pos(Vec3f pMin, Vec3f pMax)
{
debug_box_pos_rot(pMin, pMax, 0);
}
/**
* Draws a debug box from pMin to pMax, rotating it in the xz-plane by `yaw`
*/
void debug_box_pos_rot(Vec3f pMin, Vec3f pMax, s16 yaw)
{
Vec3f center, bounds;
bounds[0] = pMax[0] - pMin[0] / 2.0f;
bounds[1] = pMax[1] - pMin[1] / 2.0f;
bounds[2] = pMax[2] - pMin[2] / 2.0f;
center[0] = pMin[0] + bounds[0];
center[1] = pMin[1] + bounds[1];
center[2] = pMin[2] + bounds[2];
append_debug_box(center, bounds, yaw);
}
static void render_box(struct DebugBox *box)
{
Vtx *verts = alloc_display_list(8 * sizeof(Vtx));
Mtx *translate;
Mtx *rotate;
Mtx *translateback;
s32 x0 = box->center[0],
y0 = box->center[1],
z0 = box->center[2];
s32 xb = box->bounds[0],
yb = box->bounds[1],
zb = box->bounds[2];
if (verts != NULL) {
if (box->yaw != 0) {
// Translate to the origin, rotate, then translate back, effectively rotating the box about
// its center
translate = alloc_display_list(sizeof(Mtx));
rotate = alloc_display_list(sizeof(Mtx));
translateback = alloc_display_list(sizeof(Mtx));
guTranslate(translate, box->center[0], box->center[1], box->center[2]);
guRotate(rotate, box->yaw / (float)0x10000 * 360.0f, 0, 1.0f, 0);
guTranslate(translateback, -box->center[0], -box->center[1], -box->center[2]);
gSPMatrix(gDisplayListHead++, translate, G_MTX_MODELVIEW | G_MTX_MUL | G_MTX_PUSH);
gSPMatrix(gDisplayListHead++, rotate, G_MTX_MODELVIEW | G_MTX_MUL | G_MTX_NOPUSH);
gSPMatrix(gDisplayListHead++, translateback, G_MTX_MODELVIEW | G_MTX_MUL | G_MTX_NOPUSH);
}
#define DBG_BOX_VTX(i, x, y, z) make_vertex(verts, i, x, y, z, 0, 0, DBG_BOX_COL)
DBG_BOX_VTX(0, x0 - xb, y0 + yb, z0 - zb);
DBG_BOX_VTX(1, x0 + xb, y0 + yb, z0 - zb);
DBG_BOX_VTX(2, x0 - xb, y0 - yb, z0 - zb);
DBG_BOX_VTX(3, x0 + xb, y0 - yb, z0 - zb);
DBG_BOX_VTX(4, x0 - xb, y0 + yb, z0 + zb);
DBG_BOX_VTX(5, x0 + xb, y0 + yb, z0 + zb);
DBG_BOX_VTX(6, x0 - xb, y0 - yb, z0 + zb);
DBG_BOX_VTX(7, x0 + xb, y0 - yb, z0 + zb);
#undef DBG_BOX_VTX
gSPVertex(gDisplayListHead++, VIRTUAL_TO_PHYSICAL(verts), 8, 0);
gSPDisplayList(gDisplayListHead++, dl_debug_draw_box);
if (box->yaw != 0) {
gSPPopMatrix(gDisplayListHead++, G_MTX_MODELVIEW);
}
}
}
void render_debug_boxes()
{
s32 i;
Mtx *mtx;
if (sNumBoxes == 0) {
return;
}
mtx = alloc_display_list(sizeof(Mtx));
if (mtx == NULL) {
for (i = 0; i < sNumBoxes; ++i) {
mem_pool_free(gEffectsMemoryPool, sBoxes[i]);
}
sNumBoxes = 0;
return;
}
//XXX: This is hacky. Ths camera's look-at matrix is stored in gMatStack[1], so this is a simple way
// of using it without reconstructing the matrix.
mtxf_to_mtx(mtx, gMatStack[1]);
gSPMatrix(gDisplayListHead++, mtx, G_MTX_MODELVIEW | G_MTX_LOAD | G_MTX_NOPUSH);
gSPDisplayList(gDisplayListHead++, dl_debug_box_begin);
for (i = 0; i < sNumBoxes; ++i) {
render_box(sBoxes[i]);
mem_pool_free(gEffectsMemoryPool, sBoxes[i]);
}
sNumBoxes = 0;
}