Added a couple more collision view features; set up a proper UI for changing collision render settings

This commit is contained in:
parax0
2017-01-14 10:32:41 -07:00
parent a2762e034e
commit c62a01e4d9
11 changed files with 246 additions and 64 deletions

View File

@@ -1,6 +1,7 @@
#ifndef SVIEWINFO
#define SVIEWINFO
#include "Core/Resource/CCollisionMaterial.h"
#include "Core/Scene/FShowFlags.h"
#include <Math/CFrustumPlanes.h>
#include <Math/CMatrix4f.h>
@@ -10,6 +11,8 @@ struct SCollisionRenderSettings
{
u64 HighlightMask;
u64 HideMask;
CCollisionMaterial HideMaterial;
bool DrawWireframe;
bool DrawBackfaces;
bool DrawAreaCollisionBounds;
@@ -23,7 +26,7 @@ struct SCollisionRenderSettings
, DrawBackfaces(false)
, DrawAreaCollisionBounds(true)
, TintWithSurfaceColor(true)
, TintUnwalkableTris(false) {}
, TintUnwalkableTris(true) {}
};
struct SViewInfo

View File

@@ -1,6 +1,6 @@
#include "CCollisionMaterial.h"
#include "EGame.h"
#include <map>
#include <unordered_map>
ECollisionFlag CCollisionMaterial::SurfaceType(EGame Game) const
{
@@ -42,7 +42,7 @@ ECollisionFlag CCollisionMaterial::SurfaceType(EGame Game) const
}
// Type-to-color mappings
const std::map<ECollisionFlag, CColor> gkTypeToColor = {
const std::unordered_map<ECollisionFlag, CColor> gkTypeToColor = {
{ eCF_Stone, CColor::Integral(220, 215, 160) }, // Brownish/greenish
{ eCF_Metal, CColor::Integral(143, 143, 143) }, // Gray
{ eCF_Grass, CColor::Integral( 90, 150, 70) }, // Green

View File

@@ -122,7 +122,7 @@ void CCollisionMesh::Draw()
mVBO.Unbind();
}
void CCollisionMesh::DrawMaterial(u32 MatIdx)
void CCollisionMesh::DrawMaterial(u32 MatIdx, bool Wireframe)
{
if (!mBuffered) BufferGL();
ASSERT(MatIdx < mMaterials.size());
@@ -130,7 +130,18 @@ void CCollisionMesh::DrawMaterial(u32 MatIdx)
mVBO.Bind();
u32 StartIdx = (MatIdx == 0 ? 0 : mMaterialOffsets[MatIdx - 1]);
u32 NumElements = mMaterialOffsets[MatIdx] - StartIdx;
if (Wireframe)
{
CDrawUtil::UseColorShader(CColor::skBlack);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
}
mIBO.DrawElements(StartIdx, NumElements);
if (Wireframe)
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
mVBO.Unbind();
}

View File

@@ -78,7 +78,7 @@ public:
void BufferGL();
void Draw();
void DrawMaterial(u32 MatIdx);
void DrawMaterial(u32 MatIdx, bool Wireframe);
void DrawWireframe();
inline u32 NumMaterials() const { return mMaterials.size(); }

View File

@@ -54,7 +54,10 @@ void CCollisionNode::Draw(FRenderOptions /*Options*/, int /*ComponentIndex*/, ER
{
CCollisionMaterial& rMat = pMesh->GetMaterial(iMat);
if (rkViewInfo.CollisionSettings.HideMask != 0 && (rMat.RawFlags() & rkViewInfo.CollisionSettings.HideMask) == rkViewInfo.CollisionSettings.HideMask)
if (rkViewInfo.CollisionSettings.HideMaterial & rMat)
continue;
if (rkViewInfo.CollisionSettings.HideMask != 0 && (rMat.RawFlags() & rkViewInfo.CollisionSettings.HideMask) != 0)
continue;
CColor Tint = BaseTint;
@@ -65,17 +68,14 @@ void CCollisionNode::Draw(FRenderOptions /*Options*/, int /*ComponentIndex*/, ER
else if (CollisionGame != eReturns && rkViewInfo.CollisionSettings.TintWithSurfaceColor)
Tint *= rMat.SurfaceColor(CollisionGame);
bool IsFloor = (rkViewInfo.CollisionSettings.TintUnwalkableTris ? rMat.HasFlag(eCF_Floor) : true);
bool IsUnstandable = (rkViewInfo.CollisionSettings.TintUnwalkableTris ? rMat.HasFlag(eCF_JumpNotAllowed) : false);
bool IsFloor = (rkViewInfo.CollisionSettings.TintUnwalkableTris ? rMat.HasFlag(eCF_Floor) : true) || CollisionGame == eReturns;
bool IsUnstandable = (rkViewInfo.CollisionSettings.TintUnwalkableTris ? rMat.HasFlag(eCF_JumpNotAllowed) : false) && CollisionGame != eReturns;
CDrawUtil::UseCollisionShader(IsFloor, IsUnstandable, Tint);
pMesh->DrawMaterial(iMat);
}
}
pMesh->DrawMaterial(iMat, false);
if (rkViewInfo.CollisionSettings.DrawWireframe)
{
CDrawUtil::UseColorShader(CColor::skTransparentBlack);
mpCollision->DrawWireframe();
if (rkViewInfo.CollisionSettings.DrawWireframe)
pMesh->DrawMaterial(iMat, true);
}
}
// Restore backface culling setting
@@ -85,7 +85,7 @@ void CCollisionNode::Draw(FRenderOptions /*Options*/, int /*ComponentIndex*/, ER
// Draw collision bounds for area collision
// note: right now checking parent is the best way to check whether this node is area collision instead of actor collision
// actor collision will have a script node parent whereas area collision will have a root node parent
if (rkViewInfo.CollisionSettings.DrawAreaCollisionBounds && Parent()->NodeType() == eRootNode)
if (rkViewInfo.CollisionSettings.DrawAreaCollisionBounds && Parent()->NodeType() == eRootNode && CollisionGame != eReturns)
CDrawUtil::DrawWireCube( mpCollision->MeshByIndex(0)->BoundingBox(), CColor::skRed );
}