ADD: debug draw API

This commit is contained in:
2025-12-25 14:58:04 +09:00
parent c5e656d585
commit 4b3338f7b5
3 changed files with 597 additions and 0 deletions

View File

@@ -4,6 +4,7 @@
#include "core/assets/texture_cache.h"
#include "core/assets/ibl_manager.h"
#include "core/pipeline/manager.h"
#include "core/debug_draw/debug_draw.h"
#include "render/passes/tonemap.h"
#include "render/passes/fxaa.h"
#include "render/passes/particles.h"
@@ -1750,4 +1751,232 @@ bool Engine::get_use_id_buffer_picking() const
return picking->use_id_buffer_picking();
}
// ----------------------------------------------------------------------------
// Debug Drawing
// ----------------------------------------------------------------------------
void Engine::set_debug_draw_enabled(bool enabled)
{
if (!_engine || !_engine->_debugDraw) return;
_engine->_debugDraw->settings().enabled = enabled;
}
bool Engine::get_debug_draw_enabled() const
{
if (!_engine || !_engine->_debugDraw) return false;
return _engine->_debugDraw->settings().enabled;
}
void Engine::set_debug_layer_mask(uint32_t mask)
{
if (!_engine || !_engine->_debugDraw) return;
_engine->_debugDraw->settings().layer_mask = mask;
}
uint32_t Engine::get_debug_layer_mask() const
{
if (!_engine || !_engine->_debugDraw) return 0;
return _engine->_debugDraw->settings().layer_mask;
}
void Engine::set_debug_show_depth_tested(bool show)
{
if (!_engine || !_engine->_debugDraw) return;
_engine->_debugDraw->settings().show_depth_tested = show;
}
bool Engine::get_debug_show_depth_tested() const
{
if (!_engine || !_engine->_debugDraw) return true;
return _engine->_debugDraw->settings().show_depth_tested;
}
void Engine::set_debug_show_overlay(bool show)
{
if (!_engine || !_engine->_debugDraw) return;
_engine->_debugDraw->settings().show_overlay = show;
}
bool Engine::get_debug_show_overlay() const
{
if (!_engine || !_engine->_debugDraw) return true;
return _engine->_debugDraw->settings().show_overlay;
}
void Engine::set_debug_segments(int segments)
{
if (!_engine || !_engine->_debugDraw) return;
_engine->_debugDraw->settings().segments = segments;
}
int Engine::get_debug_segments() const
{
if (!_engine || !_engine->_debugDraw) return 32;
return _engine->_debugDraw->settings().segments;
}
void Engine::debug_draw_clear()
{
if (!_engine || !_engine->_debugDraw) return;
_engine->_debugDraw->clear();
}
void Engine::debug_draw_line(const glm::vec3& a, const glm::vec3& b,
const glm::vec4& color,
float duration_seconds,
bool depth_tested)
{
if (!_engine || !_engine->_debugDraw) return;
_engine->_debugDraw->add_line(WorldVec3(a), WorldVec3(b), color, duration_seconds,
depth_tested ? DebugDepth::DepthTested : DebugDepth::AlwaysOnTop,
DebugDrawLayer::Misc);
}
void Engine::debug_draw_line(const glm::dvec3& a, const glm::dvec3& b,
const glm::vec4& color,
float duration_seconds,
bool depth_tested)
{
if (!_engine || !_engine->_debugDraw) return;
_engine->_debugDraw->add_line(WorldVec3(a), WorldVec3(b), color, duration_seconds,
depth_tested ? DebugDepth::DepthTested : DebugDepth::AlwaysOnTop,
DebugDrawLayer::Misc);
}
void Engine::debug_draw_ray(const glm::vec3& origin, const glm::vec3& direction, float length,
const glm::vec4& color,
float duration_seconds,
bool depth_tested)
{
if (!_engine || !_engine->_debugDraw) return;
_engine->_debugDraw->add_ray(WorldVec3(origin), glm::dvec3(direction), length, color, duration_seconds,
depth_tested ? DebugDepth::DepthTested : DebugDepth::AlwaysOnTop,
DebugDrawLayer::Misc);
}
void Engine::debug_draw_ray(const glm::dvec3& origin, const glm::dvec3& direction, double length,
const glm::vec4& color,
float duration_seconds,
bool depth_tested)
{
if (!_engine || !_engine->_debugDraw) return;
_engine->_debugDraw->add_ray(WorldVec3(origin), direction, length, color, duration_seconds,
depth_tested ? DebugDepth::DepthTested : DebugDepth::AlwaysOnTop,
DebugDrawLayer::Misc);
}
void Engine::debug_draw_aabb(const glm::vec3& center, const glm::vec3& half_extents,
const glm::vec4& color,
float duration_seconds,
bool depth_tested)
{
if (!_engine || !_engine->_debugDraw) return;
_engine->_debugDraw->add_aabb(WorldVec3(center), half_extents, color, duration_seconds,
depth_tested ? DebugDepth::DepthTested : DebugDepth::AlwaysOnTop,
DebugDrawLayer::Misc);
}
void Engine::debug_draw_aabb(const glm::dvec3& center, const glm::vec3& half_extents,
const glm::vec4& color,
float duration_seconds,
bool depth_tested)
{
if (!_engine || !_engine->_debugDraw) return;
_engine->_debugDraw->add_aabb(WorldVec3(center), half_extents, color, duration_seconds,
depth_tested ? DebugDepth::DepthTested : DebugDepth::AlwaysOnTop,
DebugDrawLayer::Misc);
}
void Engine::debug_draw_sphere(const glm::vec3& center, float radius,
const glm::vec4& color,
float duration_seconds,
bool depth_tested)
{
if (!_engine || !_engine->_debugDraw) return;
_engine->_debugDraw->add_sphere(WorldVec3(center), radius, color, duration_seconds,
depth_tested ? DebugDepth::DepthTested : DebugDepth::AlwaysOnTop,
DebugDrawLayer::Misc);
}
void Engine::debug_draw_sphere(const glm::dvec3& center, float radius,
const glm::vec4& color,
float duration_seconds,
bool depth_tested)
{
if (!_engine || !_engine->_debugDraw) return;
_engine->_debugDraw->add_sphere(WorldVec3(center), radius, color, duration_seconds,
depth_tested ? DebugDepth::DepthTested : DebugDepth::AlwaysOnTop,
DebugDrawLayer::Misc);
}
void Engine::debug_draw_capsule(const glm::vec3& p0, const glm::vec3& p1, float radius,
const glm::vec4& color,
float duration_seconds,
bool depth_tested)
{
if (!_engine || !_engine->_debugDraw) return;
_engine->_debugDraw->add_capsule(WorldVec3(p0), WorldVec3(p1), radius, color, duration_seconds,
depth_tested ? DebugDepth::DepthTested : DebugDepth::AlwaysOnTop,
DebugDrawLayer::Misc);
}
void Engine::debug_draw_capsule(const glm::dvec3& p0, const glm::dvec3& p1, float radius,
const glm::vec4& color,
float duration_seconds,
bool depth_tested)
{
if (!_engine || !_engine->_debugDraw) return;
_engine->_debugDraw->add_capsule(WorldVec3(p0), WorldVec3(p1), radius, color, duration_seconds,
depth_tested ? DebugDepth::DepthTested : DebugDepth::AlwaysOnTop,
DebugDrawLayer::Misc);
}
void Engine::debug_draw_circle(const glm::vec3& center, const glm::vec3& normal, float radius,
const glm::vec4& color,
float duration_seconds,
bool depth_tested)
{
if (!_engine || !_engine->_debugDraw) return;
_engine->_debugDraw->add_circle(WorldVec3(center), glm::dvec3(normal), radius, color, duration_seconds,
depth_tested ? DebugDepth::DepthTested : DebugDepth::AlwaysOnTop,
DebugDrawLayer::Misc);
}
void Engine::debug_draw_circle(const glm::dvec3& center, const glm::dvec3& normal, float radius,
const glm::vec4& color,
float duration_seconds,
bool depth_tested)
{
if (!_engine || !_engine->_debugDraw) return;
_engine->_debugDraw->add_circle(WorldVec3(center), normal, radius, color, duration_seconds,
depth_tested ? DebugDepth::DepthTested : DebugDepth::AlwaysOnTop,
DebugDrawLayer::Misc);
}
void Engine::debug_draw_cone(const glm::vec3& apex, const glm::vec3& direction,
float length, float angle_degrees,
const glm::vec4& color,
float duration_seconds,
bool depth_tested)
{
if (!_engine || !_engine->_debugDraw) return;
_engine->_debugDraw->add_cone(WorldVec3(apex), glm::dvec3(direction), length, angle_degrees,
color, duration_seconds,
depth_tested ? DebugDepth::DepthTested : DebugDepth::AlwaysOnTop,
DebugDrawLayer::Misc);
}
void Engine::debug_draw_cone(const glm::dvec3& apex, const glm::dvec3& direction,
float length, float angle_degrees,
const glm::vec4& color,
float duration_seconds,
bool depth_tested)
{
if (!_engine || !_engine->_debugDraw) return;
_engine->_debugDraw->add_cone(WorldVec3(apex), direction, length, angle_degrees,
color, duration_seconds,
depth_tested ? DebugDepth::DepthTested : DebugDepth::AlwaysOnTop,
DebugDrawLayer::Misc);
}
} // namespace GameAPI

View File

@@ -683,6 +683,105 @@ public:
void set_use_id_buffer_picking(bool use);
bool get_use_id_buffer_picking() const;
// ------------------------------------------------------------------------
// Debug Drawing
// ------------------------------------------------------------------------
// Enable/disable debug drawing system
void set_debug_draw_enabled(bool enabled);
bool get_debug_draw_enabled() const;
// Control which debug layers are visible
void set_debug_layer_mask(uint32_t mask);
uint32_t get_debug_layer_mask() const;
// Show/hide depth-tested debug primitives
void set_debug_show_depth_tested(bool show);
bool get_debug_show_depth_tested() const;
// Show/hide overlay (always-on-top) debug primitives
void set_debug_show_overlay(bool show);
bool get_debug_show_overlay() const;
// Set debug primitive tessellation quality (segments for circles/spheres)
void set_debug_segments(int segments);
int get_debug_segments() const;
// Clear all debug draw commands
void debug_draw_clear();
// Debug line primitives (world-space positions)
void debug_draw_line(const glm::vec3& a, const glm::vec3& b,
const glm::vec4& color = glm::vec4(1.0f),
float duration_seconds = 0.0f,
bool depth_tested = true);
void debug_draw_line(const glm::dvec3& a, const glm::dvec3& b,
const glm::vec4& color = glm::vec4(1.0f),
float duration_seconds = 0.0f,
bool depth_tested = true);
// Debug ray (origin + direction + length)
void debug_draw_ray(const glm::vec3& origin, const glm::vec3& direction, float length,
const glm::vec4& color = glm::vec4(1.0f),
float duration_seconds = 0.0f,
bool depth_tested = true);
void debug_draw_ray(const glm::dvec3& origin, const glm::dvec3& direction, double length,
const glm::vec4& color = glm::vec4(1.0f),
float duration_seconds = 0.0f,
bool depth_tested = true);
// Debug AABB (axis-aligned bounding box)
void debug_draw_aabb(const glm::vec3& center, const glm::vec3& half_extents,
const glm::vec4& color = glm::vec4(1.0f),
float duration_seconds = 0.0f,
bool depth_tested = true);
void debug_draw_aabb(const glm::dvec3& center, const glm::vec3& half_extents,
const glm::vec4& color = glm::vec4(1.0f),
float duration_seconds = 0.0f,
bool depth_tested = true);
// Debug sphere
void debug_draw_sphere(const glm::vec3& center, float radius,
const glm::vec4& color = glm::vec4(1.0f),
float duration_seconds = 0.0f,
bool depth_tested = true);
void debug_draw_sphere(const glm::dvec3& center, float radius,
const glm::vec4& color = glm::vec4(1.0f),
float duration_seconds = 0.0f,
bool depth_tested = true);
// Debug capsule (line segment + radius)
void debug_draw_capsule(const glm::vec3& p0, const glm::vec3& p1, float radius,
const glm::vec4& color = glm::vec4(1.0f),
float duration_seconds = 0.0f,
bool depth_tested = true);
void debug_draw_capsule(const glm::dvec3& p0, const glm::dvec3& p1, float radius,
const glm::vec4& color = glm::vec4(1.0f),
float duration_seconds = 0.0f,
bool depth_tested = true);
// Debug circle (center + normal + radius)
void debug_draw_circle(const glm::vec3& center, const glm::vec3& normal, float radius,
const glm::vec4& color = glm::vec4(1.0f),
float duration_seconds = 0.0f,
bool depth_tested = true);
void debug_draw_circle(const glm::dvec3& center, const glm::dvec3& normal, float radius,
const glm::vec4& color = glm::vec4(1.0f),
float duration_seconds = 0.0f,
bool depth_tested = true);
// Debug cone (apex + direction + length + angle)
void debug_draw_cone(const glm::vec3& apex, const glm::vec3& direction,
float length, float angle_degrees,
const glm::vec4& color = glm::vec4(1.0f),
float duration_seconds = 0.0f,
bool depth_tested = true);
void debug_draw_cone(const glm::dvec3& apex, const glm::dvec3& direction,
float length, float angle_degrees,
const glm::vec4& color = glm::vec4(1.0f),
float duration_seconds = 0.0f,
bool depth_tested = true);
private:
VulkanEngine* _engine;
};