Added clarifying comments to DebugRenderer header file

This commit is contained in:
Erik Broberg
2016-06-27 16:54:56 -04:00
parent 7d80598166
commit 6522a0f64a
2 changed files with 132 additions and 46 deletions

View File

@@ -41,7 +41,7 @@ namespace {
namespace openspace {
std::shared_ptr<DebugRenderer> DebugRenderer::_singleton = nullptr;
std::shared_ptr<DebugRenderer> DebugRenderer::_reference = nullptr;
DebugRenderer::DebugRenderer() {
@@ -50,42 +50,47 @@ namespace openspace {
"${MODULE_DEBUGGING}/rendering/debugshader_vs.glsl",
"${MODULE_DEBUGGING}/rendering/debugshader_fs.glsl"
));
}
DebugRenderer::DebugRenderer(std::shared_ptr<ProgramObject> programObject)
: _programObject(programObject)
{
// nothing to do
}
std::shared_ptr<DebugRenderer> DebugRenderer::ref() {
if (_singleton == nullptr) {
if (_reference == nullptr) {
try {
_singleton = std::make_shared<DebugRenderer>();
_reference = std::make_shared<DebugRenderer>();
}
catch (const ShaderObject::ShaderCompileError& e) {
LERROR(e.what());
}
}
return _singleton;
return _reference;
}
void DebugRenderer::renderVertices(const Vertices& clippingSpacePoints, GLenum mode, RGBA rgba) const {
if (clippingSpacePoints.size() == 0) {
// nothing to render
return;
}
// Generate a vao, vertex array object (keeping track of pointers to vbo)
GLuint _vaoID;
glGenVertexArrays(1, &_vaoID);
ghoul_assert(_vaoID != 0, "Could not generate vertex arrays");
// Generate a vbo, vertex buffer object (storeing actual data)
GLuint _vertexBufferID;
glGenBuffers(1, &_vertexBufferID);
ghoul_assert(_vertexBufferID != 0, "Could not create vertex buffer");
// Activate the shader program and set the uniform color within the shader
_programObject->activate();
_programObject->setUniform("color", rgba);
glBindVertexArray(_vaoID);
// Vertex buffer
glBindBuffer(GL_ARRAY_BUFFER, _vertexBufferID);
glBufferData(
GL_ARRAY_BUFFER,
@@ -96,30 +101,29 @@ namespace openspace {
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(clippingSpacePoints[0]), 0);
// uniforms
// Draw the vertices
glDrawArrays(mode, 0, clippingSpacePoints.size());
// Check for errors
GLenum error = glGetError();
if (error != GL_NO_ERROR) {
LERROR(error);
}
// Clean up after the draw call was made
glBindVertexArray(0);
glDeleteVertexArrays(1, &_vaoID);
glDeleteBuffers(1, &_vertexBufferID);
_programObject->deactivate();
}
void DebugRenderer::renderBoxFaces(const Vertices& clippingSpaceBoxCorners, RGBA rgba) const {
const std::vector<glm::vec4>& V = clippingSpaceBoxCorners;
ghoul_assert(clippingSpaceBoxCorners.size() == 8, "Box must have 8 vertices");
const Vertices& V = clippingSpaceBoxCorners;
std::vector<glm::vec4> T;
// add "sides";
// add "sides"
T.push_back(V[1]); T.push_back(V[0]); T.push_back(V[4]);
T.push_back(V[4]); T.push_back(V[5]); T.push_back(V[1]);
@@ -143,9 +147,12 @@ namespace openspace {
renderVertices(T, GL_TRIANGLES, rgba);
}
void DebugRenderer::renderBoxEdges(const Vertices& clippingSpacePoints, RGBA rgba) const {
const std::vector<glm::vec4>& V = clippingSpacePoints;
void DebugRenderer::renderBoxEdges(const Vertices& clippingSpaceBoxCorners, RGBA rgba) const {
ghoul_assert(clippingSpaceBoxCorners.size() == 8, "Box must have 8 vertices");
const Vertices& V = clippingSpaceBoxCorners;
std::vector<glm::vec4> lineVertices;
for (size_t i = 0; i < 4; i++) {
lineVertices.push_back(V[2 * i]);
lineVertices.push_back(V[2 * i + 1]);
@@ -159,17 +166,17 @@ namespace openspace {
DebugRenderer::ref()->renderVertices(lineVertices, GL_LINES, rgba);
}
void DebugRenderer::renderNiceBox(const Vertices& clippingSpacePoints, RGBA rgba) const {
renderBoxFaces(clippingSpacePoints, rgba);
void DebugRenderer::renderNiceBox(const Vertices& clippingSpaceBoxCorners, RGBA rgba) const {
renderBoxFaces(clippingSpaceBoxCorners, rgba);
glLineWidth(4.0f);
DebugRenderer::ref()->renderBoxEdges(clippingSpacePoints, rgba);
DebugRenderer::ref()->renderBoxEdges(clippingSpaceBoxCorners, rgba);
glPointSize(10.0f);
DebugRenderer::ref()->renderVertices(clippingSpacePoints, GL_POINTS, rgba);
DebugRenderer::ref()->renderVertices(clippingSpaceBoxCorners, GL_POINTS, rgba);
}
void DebugRenderer::renderCameraFrustum(const RenderData& data, const Camera& otherCamera) const {
void DebugRenderer::renderCameraFrustum(const RenderData& data, const Camera& otherCamera, RGBA rgba) const {
using namespace glm;
dmat4 modelTransform = translate(dmat4(1), data.position.dvec3());
dmat4 viewTransform = dmat4(data.camera.combinedViewMatrix());
@@ -177,7 +184,7 @@ namespace openspace {
dmat4 inverseSavedV = glm::inverse(otherCamera.combinedViewMatrix());
dmat4 inverseSavedP = glm::inverse(otherCamera.projectionMatrix());
std::vector<glm::vec4> clippingSpaceFrustumCorners(8);
Vertices clippingSpaceFrustumCorners(8);
// loop through the corners of the saved camera frustum
for (size_t i = 0; i < 8; i++) {
bool cornerIsRight = i % 2 == 0;
@@ -203,13 +210,12 @@ namespace openspace {
glDisable(GL_CULL_FACE);
vec4 color(1, 1, 1, 0.3);
renderNiceBox(clippingSpaceFrustumCorners, color);
renderNiceBox(clippingSpaceFrustumCorners, rgba);
glEnable(GL_CULL_FACE);
}
void DebugRenderer::renderAABB2(const AABB2& screenSpaceAABB, RGBA rgba) const {
std::vector<vec4> vertices(4);
Vertices vertices(4);
vertices[0] = vec4(screenSpaceAABB.min.x, screenSpaceAABB.min.y, 1, 1);
vertices[1] = vec4(screenSpaceAABB.min.x, screenSpaceAABB.max.y, 1, 1);
vertices[2] = vec4(screenSpaceAABB.max.x, screenSpaceAABB.min.y, 1, 1);
@@ -219,7 +225,7 @@ namespace openspace {
}
const DebugRenderer::Vertices DebugRenderer::verticesFor(const AABB3& screenSpaceAABB) const {
std::vector<vec4> vertices(8);
Vertices vertices(8);
for (size_t i = 0; i < 8; i++) {
bool cornerIsRight = i % 2 == 0;
bool cornerIsUp = i > 3;

View File

@@ -43,42 +43,122 @@
namespace openspace {
using namespace ghoul::opengl;
/**
A helper class for quick rendering of vertices clipping space
A helper class for quick rendering of vertices IN clipping space.
The class is practically stateless. It only stores a ghoul::opengl::ProgramObject
which can be reused despite the fact that rendering calls are invoked from different callers.
Therefor a static reference is provided for convenience which is accessed through ref(). Note:
That constructors are still public and the class is not a strict singleton.
*/
class DebugRenderer {
public:
DebugRenderer();
static std::shared_ptr<DebugRenderer> ref();
typedef std::vector<glm::vec4> Vertices;
typedef glm::vec4 RGBA;
void renderVertices(const Vertices& clippingSpacePoints, GLenum mode, RGBA = {1, 0, 0, 1}) const;
void renderBoxFaces(const Vertices& clippingSpacePoints, RGBA rgba = { 1, 0, 0, 1 }) const;
void renderBoxEdges(const Vertices& clippingSpacePoints, RGBA rgba = { 1, 0, 0, 1 }) const;
void renderNiceBox(const Vertices& clippingSpacePoints, RGBA rgba = { 1, 0, 0, 0.3 }) const;
void renderCameraFrustum(const RenderData& data, const Camera& otherCamera) const;
/**
* Consider using ref() before creating a new default instance!
*/
DebugRenderer();
/**
* Instantiate a new DebugRenderer with a custom shader program
*/
DebugRenderer(std::shared_ptr<ProgramObject> programObject);
/**
* Access the static reference
*/
static std::shared_ptr<DebugRenderer> ref();
/**
* Render the vector of clipping space points in the specified mode and color.
*/
void renderVertices(const Vertices& clippingSpacePoints, GLenum mode, RGBA = {1, 0, 0, 1}) const;
/**
* Takes a vector of exactly 8 vertices, i.e. corner points in a box.
* The box corners should be ordered from smaller to larger,
* first by x, the, y and finally z.
*
* 6-------7
* |\ |\
* | 2-------3
* 4 | - - 5 |
* \| \|
* 0-------1
*
*/
void renderBoxFaces(const Vertices& clippingSpaceBoxCorners, RGBA rgba = { 1, 0, 0, 1 }) const;
/**
* Takes a vector of exactly 8 vertices, i.e. corner points in a box.
* The box corners should be ordered from smaller to larger,
* first by x, the, y and finally z.
*
* 6-------7
* |\ |\
* | 2-------3
* 4 | - - 5 |
* \| \|
* 0-------1
*
*/
void renderBoxEdges(const Vertices& clippingSpaceBoxCorners, RGBA rgba = { 1, 0, 0, 1 }) const;
/**
* Takes a vector of exactly 8 vertices, i.e. corner points in a box.
* The box corners should be ordered from smaller to larger,
* first by x, the, y and finally z.
*
* 6-------7
* |\ |\
* | 2-------3
* 4 | - - 5 |
* \| \|
* 0-------1
*
*/
void renderNiceBox(const Vertices& clippingSpaceBoxCorners, RGBA rgba = { 1, 0, 0, 0.3 }) const;
/**
* Input arguments:
* 1. const RenderData& data: defines position and camera that we will see the
* other cameras view frustum from
* 2. const Camera& otherCamera: The camera who's view frustum is to be rendered
* 3. RGBA rgba Color to draw the view frustum with
*/
void renderCameraFrustum(const RenderData& data, const Camera& otherCamera, RGBA rgba = { 1, 1, 1, 0.3 }) const;
/**
* Renders a screen space AABB2 to the screen with the provided color
*/
void renderAABB2(const AABB2& screenSpaceAABB, RGBA rgba = { 1, 1, 1, 0.3 }) const;
/**
* Takes a AABB3 in screen space and returns vertices representing the corner points
* of the AABB. The ordering of the corner points is compatible with the box rendering
* methods in this class.
*/
const Vertices verticesFor(const AABB3& screenSpaceAABB) const;
private:
protected:
std::shared_ptr<ProgramObject> _programObject;
static std::shared_ptr<DebugRenderer> _singleton;
static std::shared_ptr<DebugRenderer> _reference;
};
} // namespace openspace