Debug: draw rects as 4 GPU-accelerated lines.
GitOrigin-RevId: 3286d0476b5032d785f74191609db4fbd768433c
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@ -27,20 +27,16 @@ namespace SemiColinGames {
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}
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public static bool Enabled = true;
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// Lines in excess of MAX_LINES get dropped on the floor.
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const int MAX_LINES = 1000;
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const int MAX_LINE_VERTICES = MAX_LINES * 2;
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// This is a LinkedList instead of a List because SetFpsText() adds to its front.
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static readonly LinkedList<string> toasts = new LinkedList<string>();
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static readonly List<DebugRect> rects = new List<DebugRect>();
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// Lines in excess of MAX_LINES get dropped on the floor.
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const int MAX_LINES = 2000;
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const int MAX_LINE_VERTICES = MAX_LINES * 2;
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static int lineIdx = 0;
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static readonly VertexPositionColor[] lineVertices = new VertexPositionColor[MAX_LINE_VERTICES];
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static VertexBuffer vertexBuffer;
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static Texture2D whiteTexture;
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public static void Initialize(GraphicsDevice graphics, Texture2D white) {
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whiteTexture = white;
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public static void Initialize(GraphicsDevice graphics) {
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vertexBuffer = new VertexBuffer(
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graphics, typeof(VertexPositionColor), MAX_LINE_VERTICES, BufferUsage.WriteOnly);
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}
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@ -56,7 +52,6 @@ namespace SemiColinGames {
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public static void Clear(bool paused) {
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toasts.Clear();
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if (!paused) {
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rects.Clear();
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lineIdx = 0;
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}
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}
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@ -71,7 +66,10 @@ namespace SemiColinGames {
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}
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public static void AddRect(Rectangle rect, Color color) {
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rects.Add(new DebugRect(rect, color));
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AddLine(rect.Left, rect.Top, rect.Right, rect.Top, color);
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AddLine(rect.Right, rect.Top, rect.Right, rect.Bottom, color);
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AddLine(rect.Right, rect.Bottom, rect.Left, rect.Bottom, color);
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AddLine(rect.Left, rect.Bottom, rect.Left, rect.Top, color);
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}
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public static void AddRect(AABB box, Color color) {
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@ -109,31 +107,14 @@ namespace SemiColinGames {
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}
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}
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public static void Draw(
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SpriteBatch spriteBatch, GraphicsDevice graphics, BasicEffect lightingEffect) {
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public static void Draw(GraphicsDevice graphics, BasicEffect lightingEffect) {
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if (!Enabled) {
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return;
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}
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// Draw rects.
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foreach (var debugRect in rects) {
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var rect = debugRect.Rect;
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var color = debugRect.Color;
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// top side
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spriteBatch.Draw(
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whiteTexture, new Rectangle(rect.Left, rect.Top, rect.Width, 1), color);
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// bottom side
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spriteBatch.Draw(
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whiteTexture, new Rectangle(rect.Left, rect.Bottom - 1, rect.Width, 1), color);
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// left side
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spriteBatch.Draw(
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whiteTexture, new Rectangle(rect.Left, rect.Top, 1, rect.Height), color);
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// right side
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spriteBatch.Draw(
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whiteTexture, new Rectangle(rect.Right - 1, rect.Top, 1, rect.Height), color);
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if (lineIdx == 0) {
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return;
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}
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// Draw lines.
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graphics.SetVertexBuffer(vertexBuffer);
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vertexBuffer.SetData(lineVertices);
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foreach (EffectPass pass in lightingEffect.CurrentTechnique.Passes) {
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@ -33,7 +33,6 @@ namespace SemiColinGames {
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int framesToSuppress = 2;
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Texture2D grasslandBg1;
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Texture2D grasslandBg2;
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Texture2D whiteTexture;
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Player player;
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World world;
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@ -57,6 +56,8 @@ namespace SemiColinGames {
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display.Initialize(Window, graphics);
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display.SetFullScreen(fullScreen);
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Debug.Initialize(GraphicsDevice);
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sceneTarget = new RenderTarget2D(
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GraphicsDevice, camera.Width, camera.Height, false /* mipmap */,
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GraphicsDevice.PresentationParameters.BackBufferFormat, DepthFormat.Depth24);
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@ -79,6 +80,7 @@ namespace SemiColinGames {
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// Called once per game. Loads all game content.
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protected override void LoadContent() {
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base.LoadContent();
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spriteBatch = new SpriteBatch(GraphicsDevice);
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font = Content.Load<SpriteFont>("font");
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@ -87,20 +89,13 @@ namespace SemiColinGames {
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linesOfSight = new LinesOfSight(GraphicsDevice);
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grasslandBg1 = Content.Load<Texture2D>("grassland_bg1");
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grasslandBg2 = Content.Load<Texture2D>("grassland_bg2");
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whiteTexture = new Texture2D(GraphicsDevice, 1, 1);
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whiteTexture.SetData(new Color[] { Color.White });
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Debug.Initialize(GraphicsDevice, whiteTexture);
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}
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// Called once per game. Unloads all game content.
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protected override void UnloadContent() {
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whiteTexture.Dispose();
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base.UnloadContent();
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updateTimer.DumpStats();
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drawTimer.DumpStats();
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base.UnloadContent();
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}
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// Updates the game world.
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@ -193,10 +188,7 @@ namespace SemiColinGames {
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linesOfSight.Draw(player, world.CollisionTargets, GraphicsDevice, lightingEffect);
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// Draw debug rects & lines on top.
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spriteBatch.Begin(
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SpriteSortMode.Deferred, null, SamplerState.LinearWrap, null, null, null, transform);
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Debug.Draw(spriteBatch, GraphicsDevice, lightingEffect);
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spriteBatch.End();
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Debug.Draw(GraphicsDevice, lightingEffect);
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// Draw sceneTarget to screen.
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GraphicsDevice.SetRenderTarget(null);
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