[Renderer]: Add DebugDrawRunners (#758)

This commit is contained in:
Edo 2023-02-07 13:48:20 +00:00 committed by GitHub
parent 678ac8f568
commit 2c3c11c1f4
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GPG Key ID: 4AEE18F83AFDEB23
3 changed files with 183 additions and 13 deletions

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@ -12,6 +12,7 @@ namespace Components
Dvar::Var Renderer::r_drawSceneModelCollisions; Dvar::Var Renderer::r_drawSceneModelCollisions;
Dvar::Var Renderer::r_drawModelBoundingBoxes; Dvar::Var Renderer::r_drawModelBoundingBoxes;
Dvar::Var Renderer::r_drawModelNames; Dvar::Var Renderer::r_drawModelNames;
Dvar::Var Renderer::r_drawRunners;
Dvar::Var Renderer::r_drawAABBTrees; Dvar::Var Renderer::r_drawAABBTrees;
Dvar::Var Renderer::r_playerDrawDebugDistance; Dvar::Var Renderer::r_playerDrawDebugDistance;
Dvar::Var Renderer::r_forceTechnique; Dvar::Var Renderer::r_forceTechnique;
@ -118,30 +119,34 @@ namespace Components
} }
} }
void Renderer::R_TextureFromCodeError(const char* sampler, Game::GfxCmdBufState* state) void Renderer::R_TextureFromCodeError(const char* sampler, Game::GfxCmdBufState* state, int samplerCode)
{ {
Logger::Error(Game::ERR_FATAL, "Tried to use sampler '{}' when it isn't valid for material '{}' and technique '{}'", Logger::Error(Game::ERR_FATAL, "Tried to use sampler '{}' ({}) at the wrong time! Additional info:\nMaterial: '{}'\nTechnique '{}'\nTechnique slot: {}\nTechnique flags: {}\nPass: {}\nPixel shader: '{}'\n",
sampler, state->material->info.name, state->technique->name); samplerCode, sampler, state->material->info.name, state->technique->name, static_cast<int>(state->techType), state->technique->flags, state->passIndex, state->pixelShader->name
);
} }
__declspec(naked) void Renderer::StoreGfxBufContextPtrStub1() __declspec(naked) void Renderer::StoreGfxBufContextPtrStub1()
{ {
__asm __asm
{ {
// original code // Game's code
mov eax, dword ptr [eax * 4 + 0x66E600C] mov eax, dword ptr [eax * 4 + 0x66E600C]
// show error // Show error
pushad pushad
push [esp + 0x24 + 0x20]
push eax
push [esp + 0x20 + 0x24]
push eax push eax
call R_TextureFromCodeError call R_TextureFromCodeError
add esp, 8 add esp, 0xC
popad popad
// go back // Jump back in
push 0x54CAC1 push 0x54CAC1
retn ret
} }
} }
@ -354,13 +359,12 @@ namespace Components
for (size_t i = 0; i < world->dpvs.smodelCount; i++) for (size_t i = 0; i < world->dpvs.smodelCount; i++)
{ {
auto staticModel = &world->dpvs.smodelDrawInsts[i]; auto staticModel = &world->dpvs.smodelDrawInsts[i];
Game::Bounds* b = &world->dpvs.smodelInsts[i].bounds; auto* b = &world->dpvs.smodelInsts[i].bounds;
if (Utils::Maths::Vec3SqrDistance(playerPosition, staticModel->placement.origin) < sqrDist) if (Utils::Maths::Vec3SqrDistance(playerPosition, staticModel->placement.origin) < sqrDist)
{ {
if (staticModel->model) if (staticModel->model)
{ {
Game::R_AddDebugBounds(staticModelsColor, b); Game::R_AddDebugBounds(staticModelsColor, b);
} }
} }
@ -458,6 +462,44 @@ namespace Components
} }
} }
void Renderer::DebugDrawRunners()
{
if (!Game::CL_IsCgameInitialized())
{
return;
}
if (!r_drawRunners.get<bool>())
{
return;
}
auto* fxSystem = reinterpret_cast<Game::FxSystem*>(0x173F200);
if (fxSystem)
{
for (auto i = 0; i < fxSystem->activeElemCount; i++)
{
auto* elem = &fxSystem->effects[i];
if (elem->def)
{
Game::R_AddDebugString(sceneModelsColor, elem->frameNow.origin, 1.0f, elem->def->name);
}
}
}
auto soundCount = *reinterpret_cast<int*>(0x7C5C90);
auto* sounds = reinterpret_cast<Game::ClientEntSound*>(0x7C5CA0);
for (auto i = 0; i < soundCount; i++)
{
if (sounds[i].aliasList)
{
Game::R_AddDebugString(staticModelsColor, sounds[i].origin, 1.0f, sounds[i].aliasList->aliasName);
}
}
}
void Renderer::DebugDrawAABBTrees() void Renderer::DebugDrawAABBTrees()
{ {
if (!r_drawAABBTrees.get<bool>()) return; if (!r_drawAABBTrees.get<bool>()) return;
@ -507,6 +549,7 @@ namespace Components
{ {
if (Game::CL_IsCgameInitialized()) if (Game::CL_IsCgameInitialized())
{ {
DebugDrawRunners();
DebugDrawAABBTrees(); DebugDrawAABBTrees();
DebugDrawModelNames(); DebugDrawModelNames();
DebugDrawModelBoundingBoxes(); DebugDrawModelBoundingBoxes();
@ -565,6 +608,7 @@ namespace Components
Renderer::r_drawSceneModelCollisions = Game::Dvar_RegisterBool("r_drawSceneModelCollisions", false, Game::DVAR_CHEAT, "Draw scene model collisions"); Renderer::r_drawSceneModelCollisions = Game::Dvar_RegisterBool("r_drawSceneModelCollisions", false, Game::DVAR_CHEAT, "Draw scene model collisions");
Renderer::r_drawTriggers = Game::Dvar_RegisterBool("r_drawTriggers", false, Game::DVAR_CHEAT, "Draw triggers"); Renderer::r_drawTriggers = Game::Dvar_RegisterBool("r_drawTriggers", false, Game::DVAR_CHEAT, "Draw triggers");
Renderer::r_drawModelNames = Game::Dvar_RegisterEnum("r_drawModelNames", values, 0, Game::DVAR_CHEAT, "Draw all model names"); Renderer::r_drawModelNames = Game::Dvar_RegisterEnum("r_drawModelNames", values, 0, Game::DVAR_CHEAT, "Draw all model names");
Renderer::r_drawRunners = Game::Dvar_RegisterBool("r_drawRunners", false, Game::DVAR_NONE, "Draw active sound & fx runners");
Renderer::r_drawAABBTrees = Game::Dvar_RegisterBool("r_drawAabbTrees", false, Game::DVAR_CHEAT, "Draw aabb trees"); Renderer::r_drawAABBTrees = Game::Dvar_RegisterBool("r_drawAabbTrees", false, Game::DVAR_CHEAT, "Draw aabb trees");
Renderer::r_playerDrawDebugDistance = Game::Dvar_RegisterInt("r_drawDebugDistance", 1000, 0, 50000, Game::DVAR_ARCHIVE, "r_draw debug functions draw distance relative to the player"); Renderer::r_playerDrawDebugDistance = Game::Dvar_RegisterInt("r_drawDebugDistance", 1000, 0, 50000, Game::DVAR_ARCHIVE, "r_draw debug functions draw distance relative to the player");
Renderer::r_forceTechnique = Game::Dvar_RegisterInt("r_forceTechnique", 0, 0, 14, Game::DVAR_NONE, "Force a base technique on the renderer"); Renderer::r_forceTechnique = Game::Dvar_RegisterInt("r_forceTechnique", 0, 0, 14, Game::DVAR_NONE, "Force a base technique on the renderer");

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@ -28,7 +28,7 @@ namespace Components
static void PostVidRestart(); static void PostVidRestart();
static void PostVidRestartStub(); static void PostVidRestartStub();
static void R_TextureFromCodeError(const char* sampler, Game::GfxCmdBufState* state); static void R_TextureFromCodeError(const char* sampler, Game::GfxCmdBufState* state, int samplerCode);
static void StoreGfxBufContextPtrStub1(); static void StoreGfxBufContextPtrStub1();
static void StoreGfxBufContextPtrStub2(); static void StoreGfxBufContextPtrStub2();
@ -38,6 +38,7 @@ namespace Components
static void DebugDrawSceneModelCollisions(); static void DebugDrawSceneModelCollisions();
static void DebugDrawModelBoundingBoxes(); static void DebugDrawModelBoundingBoxes();
static void DebugDrawModelNames(); static void DebugDrawModelNames();
static void DebugDrawRunners();
static void DebugDrawAABBTrees(); static void DebugDrawAABBTrees();
static void ForceTechnique(); static void ForceTechnique();
@ -53,6 +54,7 @@ namespace Components
static Dvar::Var r_drawSceneModelCollisions; static Dvar::Var r_drawSceneModelCollisions;
static Dvar::Var r_drawModelBoundingBoxes; static Dvar::Var r_drawModelBoundingBoxes;
static Dvar::Var r_drawModelNames; static Dvar::Var r_drawModelNames;
static Dvar::Var r_drawRunners;
static Dvar::Var r_drawAABBTrees; static Dvar::Var r_drawAABBTrees;
static Dvar::Var r_playerDrawDebugDistance; static Dvar::Var r_playerDrawDebugDistance;
static Dvar::Var r_forceTechnique; static Dvar::Var r_forceTechnique;

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@ -10852,6 +10852,130 @@ namespace Game
HANDLE handle; HANDLE handle;
}; };
struct FxCamera
{
float origin[3];
volatile int isValid;
float frustum[6][4];
float axis[3][3];
unsigned int frustumPlaneCount;
float viewOffset[3];
bool thermal;
unsigned int pad[2];
};
struct r_double_index_t
{
unsigned __int16 value[2];
};
struct FxSpriteInfo
{
r_double_index_t* indices;
unsigned int indexCount;
Material* material;
const char* name;
};
struct FxVisBlocker
{
float origin[3];
unsigned __int16 radius;
unsigned __int16 visibility;
};
struct FxVisState
{
FxVisBlocker blocker[256];
volatile int blockerCount;
unsigned int pad[3];
};
struct FxElem
{
char defIndex;
char sequence;
char atRestFraction;
char emitResidual;
unsigned __int16 nextElemHandleInEffect;
unsigned __int16 prevElemHandleInEffect;
int msecBegin;
float baseVel[3];
union
{
int physObjId;
float origin[3];
} ___u8;
union
{
unsigned __int16 lightingHandle;
unsigned __int16 sparkCloudHandle;
unsigned __int16 sparkFountainHandle;
} u;
};
struct FxSystem
{
FxCamera camera;
FxCamera cameraPrev;
FxSpriteInfo sprite;
FxEffect* effects;
FxElem* elems;
void* trails;
void* trailElems;
void* bolts;
void* sparkClouds;
void* sparkFountains;
void* sparkFountainClusters;
unsigned __int16* deferredElems;
volatile int firstFreeElem;
volatile int firstFreeTrailElem;
volatile int firstFreeTrail;
volatile int firstFreeBolt;
volatile int firstFreeSparkCloud;
volatile int firstFreeSparkFountain;
volatile int firstFreeSparkFountainCluster;
volatile int deferredElemCount;
volatile int activeElemCount;
volatile int activeTrailElemCount;
volatile int activeTrailCount;
volatile int activeBoltCount;
volatile int activeSparkCloudCount;
volatile int activeSparkFountainCount;
volatile int activeSparkFountainClusterCount;
volatile int gfxCloudCount;
FxVisState* visState;
FxVisState* visStateBufferRead;
FxVisState* visStateBufferWrite;
volatile int firstActiveEffect;
volatile int firstNewEffect;
volatile int firstFreeEffect;
unsigned __int16 allEffectHandles[1024];
volatile int activeSpotLightEffectCount;
volatile int activeSpotLightElemCount;
unsigned __int16 activeSpotLightEffectHandle;
unsigned __int16 activeSpotLightElemHandle;
__int16 activeSpotLightBoltDobj;
volatile int iteratorCount;
int msecNow;
volatile int msecDraw;
int frameCount;
bool isInitialized;
bool needsGarbageCollection;
bool isArchiving;
char localClientNum;
unsigned int restartList[32];
FxEffect** restartEffectsList;
unsigned int restartCount;
unsigned int pad1[14];
};
struct ClientEntSound
{
float origin[3];
snd_alias_list_t* aliasList;
};
#pragma endregion #pragma endregion
#ifndef IDA #ifndef IDA