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Debug.DrawLines: use GPU to draw lines.

Fixes #19.

GitOrigin-RevId: d837e0ddaf
master
Colin McMillen 4 years ago
parent
commit
5d21ff2a0f
  1. 42
      Shared/Debug.cs
  2. 1
      Shared/LinesOfSight.cs
  3. 7
      Shared/SneakGame.cs

42
Shared/Debug.cs

@ -27,15 +27,22 @@ namespace SemiColinGames {
}
public static bool Enabled = true;
// Lines in excess of MAX_LINES get dropped on the floor.
const int MAX_LINES = 1000;
const int MAX_LINE_VERTICES = MAX_LINES * 2;
// This is a LinkedList instead of a List because SetFpsText() adds to its front.
static readonly LinkedList<string> toasts = new LinkedList<string>();
static readonly List<DebugRect> rects = new List<DebugRect>();
static readonly List<DebugLine> lines = new List<DebugLine>();
static int lineIdx = 0;
static readonly VertexPositionColor[] lineVertices = new VertexPositionColor[MAX_LINE_VERTICES];
static VertexBuffer vertexBuffer;
static Texture2D whiteTexture;
public static void Initialize(Texture2D white) {
public static void Initialize(GraphicsDevice graphics, Texture2D white) {
whiteTexture = white;
vertexBuffer = new VertexBuffer(
graphics, typeof(VertexPositionColor), MAX_LINE_VERTICES, BufferUsage.WriteOnly);
}
public static void WriteLine(string s) {
@ -50,7 +57,7 @@ namespace SemiColinGames {
toasts.Clear();
if (!paused) {
rects.Clear();
lines.Clear();
lineIdx = 0;
}
}
@ -75,15 +82,20 @@ namespace SemiColinGames {
}
public static void AddLine(Point start, Point end, Color color) {
lines.Add(new DebugLine(start, end, color));
if (lineIdx >= MAX_LINE_VERTICES) {
return;
}
lineVertices[lineIdx] = new VertexPositionColor(new Vector3(start.X, start.Y, 0), color);
lineVertices[lineIdx + 1] = new VertexPositionColor(new Vector3(end.X, end.Y, 0), color);
lineIdx += 2;
}
public static void AddLine(int p1x, int p1y, int p2x, int p2y, Color color) {
lines.Add(new DebugLine(new Point(p1x, p1y), new Point(p2x, p2y), color));
AddLine(new Point(p1x, p1y), new Point(p2x, p2y), color);
}
public static void AddLine(Vector2 start, Vector2 end, Color color) {
lines.Add(new DebugLine(start.ToPoint(), end.ToPoint(), color));
AddLine(start.ToPoint(), end.ToPoint(), color);
}
public static void DrawToasts(SpriteBatch spriteBatch, SpriteFont font) {
@ -97,10 +109,13 @@ namespace SemiColinGames {
}
}
public static void Draw(SpriteBatch spriteBatch) {
public static void Draw(
SpriteBatch spriteBatch, GraphicsDevice graphics, BasicEffect lightingEffect) {
if (!Enabled) {
return;
}
// Draw rects.
foreach (var debugRect in rects) {
var rect = debugRect.Rect;
var color = debugRect.Color;
@ -117,12 +132,13 @@ namespace SemiColinGames {
spriteBatch.Draw(
whiteTexture, new Rectangle(rect.Right - 1, rect.Top, 1, rect.Height), color);
}
foreach (var line in lines) {
Point[] points = Line.Rasterize(line.Start, line.End);
foreach (var point in points) {
spriteBatch.Draw(
whiteTexture, new Rectangle(point.X, point.Y, 1, 1), line.Color);
}
// Draw lines.
graphics.SetVertexBuffer(vertexBuffer);
vertexBuffer.SetData(lineVertices);
foreach (EffectPass pass in lightingEffect.CurrentTechnique.Passes) {
pass.Apply();
graphics.DrawPrimitives(PrimitiveType.LineList, 0, lineIdx / 2);
}
}
}

1
Shared/LinesOfSight.cs

@ -35,6 +35,7 @@ namespace SemiColinGames {
float angle = -fov / 2 + fovStep * i;
Vector2 rotated = ray.Rotate(angle);
Vector2 closestHit = Vector2.Add(eyePos, rotated);
Debug.AddLine(eyePos, closestHit, Color.Yellow);
float hitTime = 1f;
Vector2 halfTileSize = new Vector2(World.TileSize / 2.0f, World.TileSize / 2.0f);

7
Shared/SneakGame.cs

@ -90,7 +90,7 @@ namespace SemiColinGames {
whiteTexture = new Texture2D(GraphicsDevice, 1, 1);
whiteTexture.SetData(new Color[] { Color.White });
Debug.Initialize(whiteTexture);
Debug.Initialize(GraphicsDevice, whiteTexture);
}
// Called once per game. Unloads all game content.
@ -99,6 +99,8 @@ namespace SemiColinGames {
updateTimer.DumpStats();
drawTimer.DumpStats();
base.UnloadContent();
}
// Updates the game world.
@ -182,7 +184,8 @@ namespace SemiColinGames {
world.Draw(spriteBatch);
// Draw debug rects & lines.
Debug.Draw(spriteBatch);
lightingEffect.Projection = camera.Projection;
Debug.Draw(spriteBatch, GraphicsDevice, lightingEffect);
// Aaaaand we're done.
spriteBatch.End();

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