Added a dvar for player draw debug distance, use array for dvar enums, a bit of formatting
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b57a780051
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892f521728
@ -8,17 +8,29 @@ namespace Components
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Utils::Signal<Scheduler::Callback> Renderer::EndRecoverDeviceSignal;
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Utils::Signal<Scheduler::Callback> Renderer::BeginRecoverDeviceSignal;
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Dvar::Var Renderer::DrawTriggers;
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Dvar::Var Renderer::DrawSceneModelCollisions;
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Dvar::Var Renderer::DrawModelBoundingBoxes;
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Dvar::Var Renderer::DrawModelNames;
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Dvar::Var Renderer::DrawAABBTrees;
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Dvar::Var Renderer::r_drawTriggers;
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Dvar::Var Renderer::r_drawSceneModelCollisions;
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Dvar::Var Renderer::r_drawModelBoundingBoxes;
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Dvar::Var Renderer::r_drawModelNames;
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Dvar::Var Renderer::r_drawAABBTrees;
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Dvar::Var Renderer::r_playerDrawDebugDistance;
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float cyan[4] = { 0.0f, 0.5f, 0.5f, 1.0f };
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float red[4] = { 1.0f, 0.0f, 0.0f, 1.0f };
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float green[4] = { 0.0f, 1.0f, 0.0f, 1.0f };
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// R_draw model names & collisions colors
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float sceneModelsColor[4] = { 1.0f, 1.0f, 0.0f, 1.0f };
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float dobjsColor[4] = { 0.0f, 1.0f, 1.0f, 1.0f };
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float staticModelsColor[4] = { 1.0f, 0.0f, 1.0f, 1.0f };
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float gentitiesColor[4] = { 1.0f, 0.5f, 0.5f, 1.0f };
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int drawDistance = 80000;
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// Trigger colors
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float hurt[4] = { 1.0f, 0.0f, 0.0f, 1.0f };
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float hurtTouch[4] = { 0.75f, 0.0f, 0.0f, 1.0f };
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float damage[4] = { 0.0f, 0.0f, 1.0f, 1.0f };
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float once[4] = { 0.0f, 1.0f, 1.0f, 1.0f };
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float multiple[4] = { 0.0f, 1.0f, 0.0f, 1.0f };
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__declspec(naked) void Renderer::FrameStub()
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{
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@ -180,17 +192,11 @@ namespace Components
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void Renderer::DebugDrawTriggers()
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{
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if (!DrawTriggers.get<bool>()) return;
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float hurt[4] = { 1.0f, 0.0f, 0.0f, 1.0f };
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float hurtTouch[4] = { 0.75f, 0.0f, 0.0f, 1.0f };
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float damage[4] = { 0.0f, 0.0f, 1.0f, 1.0f };
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float once[4] = { 0.0f, 1.0f, 1.0f, 1.0f };
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float multiple[4] = { 0.0f, 1.0f, 0.0f, 1.0f };
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if (!r_drawTriggers.get<bool>()) return;
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auto* entities = Game::g_entities;
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for (auto i = 0u; i < 0x800; i++)
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for (auto i = 0u; i < 0x800u; i++)
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{
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auto* ent = &entities[i];
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@ -223,9 +229,9 @@ namespace Components
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break;
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default:
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float rv = std::min((float)ent->handler, (float)5) / 5;
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float gv = std::clamp((float)ent->handler - 5, (float)0, (float)5) / 5;
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float bv = std::clamp((float)ent->handler - 10, (float)0, (float)5) / 5;
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auto rv = std::min(static_cast<float>(ent->handler), 5.0f) / 5.0f;
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auto gv = std::clamp(static_cast<float>(ent->handler - 5), 0.f, 5.f) / 5.f;
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auto bv = std::clamp(static_cast<float>(ent->handler - 10), 0.f, 5.f) / 5.f;
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float color[4] = { rv, gv, bv, 1.0f };
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@ -238,9 +244,7 @@ namespace Components
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void Renderer::DebugDrawSceneModelCollisions()
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{
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if (!DrawSceneModelCollisions.get<bool>()) return;
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float green[4] = { 0.0f, 1.0f, 0.0f, 1.0f };
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if (!r_drawSceneModelCollisions.get<bool>()) return;
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auto* scene = Game::scene;
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@ -266,12 +270,19 @@ namespace Components
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void Renderer::DebugDrawModelBoundingBoxes()
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{
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auto val = DrawModelBoundingBoxes.get<Game::dvar_t*>()->current.integer;
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auto val = r_drawModelBoundingBoxes.get<int>();
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if (!val) return;
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// Ingame only
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int clientNum = Game::CG_GetClientNum();
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if (!Game::CL_IsCgameInitialized() || clientNum >= 18 || clientNum < 0 || !Game::g_entities[clientNum].client) return;
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if (!Game::CL_IsCgameInitialized() ||
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clientNum >= 18 ||
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clientNum < 0 ||
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!Game::g_entities[clientNum].client) {
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return;
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}
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Game::gentity_t* clientEntity = &Game::g_entities[clientNum];
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@ -288,7 +299,7 @@ namespace Components
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if (!scene->sceneModel[i].model)
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continue;
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if (Utils::Vec3SqrDistance(playerPosition, &scene->sceneModel[i].placement.base.origin) < drawDistance)
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if (Utils::Vec3SqrDistance(playerPosition, &scene->sceneModel[i].placement.base.origin) < r_playerDrawDebugDistance.get<int>())
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{
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auto b = scene->sceneModel[i].model->bounds;
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b.midPoint[0] += scene->sceneModel[i].placement.base.origin[0];
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@ -306,7 +317,7 @@ namespace Components
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for (auto i = 0; i < scene->sceneDObjCount; i++)
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{
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if (Utils::Vec3SqrDistance(playerPosition, &scene->sceneDObj[i].cull.bounds.midPoint) < drawDistance)
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if (Utils::Vec3SqrDistance(playerPosition, &scene->sceneDObj[i].cull.bounds.midPoint) < r_playerDrawDebugDistance.get<int>())
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{
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scene->sceneDObj[i].cull.bounds.halfSize[0] = std::abs(scene->sceneDObj[i].cull.bounds.halfSize[0]);
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scene->sceneDObj[i].cull.bounds.halfSize[1] = std::abs(scene->sceneDObj[i].cull.bounds.halfSize[1]);
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@ -331,7 +342,7 @@ namespace Components
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{
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auto staticModel = world->dpvs.smodelDrawInsts[i];
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if (Utils::Vec3SqrDistance(playerPosition, &staticModel.placement.origin) < drawDistance)
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if (Utils::Vec3SqrDistance(playerPosition, &staticModel.placement.origin) < r_playerDrawDebugDistance.get<int>())
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{
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if (staticModel.model)
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{
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@ -353,12 +364,19 @@ namespace Components
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void Renderer::DebugDrawModelNames()
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{
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auto val = DrawModelNames.get<Game::dvar_t*>()->current.integer;
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auto val = r_drawModelNames.get<int>();
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if (!val) return;
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// Ingame only
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int clientNum = Game::CG_GetClientNum();
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if (!Game::CL_IsCgameInitialized() || clientNum >= 18 || clientNum < 0 || !Game::g_entities[clientNum].client) return;
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if (!Game::CL_IsCgameInitialized() ||
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clientNum >= 18 ||
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clientNum < 0 ||
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!Game::g_entities[clientNum].client) {
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return;
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}
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Game::gentity_t* clientEntity = &Game::g_entities[clientNum];
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@ -375,7 +393,7 @@ namespace Components
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if (!scene->sceneModel[i].model)
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continue;
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if (Utils::Vec3SqrDistance(playerPosition, &scene->sceneModel[i].placement.base.origin) < drawDistance)
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if (Utils::Vec3SqrDistance(playerPosition, &scene->sceneModel[i].placement.base.origin) < r_playerDrawDebugDistance.get<int>())
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{
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Game::R_AddDebugString(sceneModelsColor, scene->sceneModel[i].placement.base.origin, 1.0, scene->sceneModel[i].model->name);
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}
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@ -389,7 +407,7 @@ namespace Components
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{
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for (int j = 0; j < scene->sceneDObj[i].obj->numModels; j++)
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{
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if (Utils::Vec3SqrDistance(playerPosition, &scene->sceneDObj[i].placement.origin) < drawDistance)
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if (Utils::Vec3SqrDistance(playerPosition, &scene->sceneDObj[i].placement.origin) < r_playerDrawDebugDistance.get<int>())
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{
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Game::R_AddDebugString(dobjsColor, scene->sceneDObj[i].placement.origin, 1.0, scene->sceneDObj[i].obj->models[j]->name);
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}
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@ -406,7 +424,7 @@ namespace Components
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if (staticModel.model)
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{
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auto dist = Utils::Vec3SqrDistance(playerPosition, &staticModel.placement.origin);
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if (dist < drawDistance)
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if (dist < r_playerDrawDebugDistance.get<int>())
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{
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Game::R_AddDebugString(staticModelsColor, staticModel.placement.origin, 1.0, staticModel.model->name);
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}
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@ -418,10 +436,7 @@ namespace Components
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void Renderer::DebugDrawAABBTrees()
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{
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if (!DrawAABBTrees.get<bool>()) return;
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float cyan[4] = { 0.0f, 0.5f, 0.5f, 1.0f };
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float red[4] = { 1.0f, 0.0f, 0.0f, 1.0f };
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if (!r_drawAABBTrees.get<bool>()) return;
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Game::clipMap_t* clipMap = *reinterpret_cast<Game::clipMap_t**>(0x7998E0);
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//Game::GfxWorld* gameWorld = *reinterpret_cast<Game::GfxWorld**>(0x66DEE94);
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@ -516,20 +531,21 @@ namespace Components
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Dvar::OnInit([]
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{
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static std::vector < char* > values =
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char* values[5] =
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{
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const_cast<char*>("Disabled"),
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const_cast<char*>("Scene Models"),
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const_cast<char*>("Scene Dynamic Objects"),
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const_cast<char*>("GfxWorld Static Models"),
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"Disabled",
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"Scene Models",
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"Scene Dynamic Objects",
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"GfxWorld Static Models",
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nullptr
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};
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Renderer::DrawModelBoundingBoxes = Game::Dvar_RegisterEnum("r_drawModelBoundingBoxes", values.data(), 0, Game::DVAR_FLAG_CHEAT, "Draw scene model bounding boxes");
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Renderer::DrawSceneModelCollisions = Game::Dvar_RegisterEnum("r_drawSceneModelCollisions", values.data(), 0, Game::DVAR_FLAG_CHEAT, "Draw scene model collisions");
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Renderer::DrawTriggers = Game::Dvar_RegisterBool("r_drawTriggers", false, Game::DVAR_FLAG_CHEAT, "Draw triggers");
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Renderer::DrawModelNames = Game::Dvar_RegisterEnum("r_drawModelNames", values.data(), 0, Game::DVAR_FLAG_CHEAT, "Draw all model names");
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Renderer::DrawAABBTrees = Game::Dvar_RegisterBool("r_drawAabbTrees", false, Game::DVAR_FLAG_CHEAT, "Draw aabb trees");
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Renderer::r_drawModelBoundingBoxes = Game::Dvar_RegisterEnum("r_drawModelBoundingBoxes", values, 0, Game::DVAR_FLAG_CHEAT, "Draw scene model bounding boxes");
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Renderer::r_drawSceneModelCollisions = Game::Dvar_RegisterEnum("r_drawSceneModelCollisions", values, 0, Game::DVAR_FLAG_CHEAT, "Draw scene model collisions");
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Renderer::r_drawTriggers = Game::Dvar_RegisterBool("r_drawTriggers", false, Game::DVAR_FLAG_CHEAT, "Draw triggers");
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Renderer::r_drawModelNames = Game::Dvar_RegisterEnum("r_drawModelNames", values, 0, Game::DVAR_FLAG_CHEAT, "Draw all model names");
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Renderer::r_drawAABBTrees = Game::Dvar_RegisterBool("r_drawAabbTrees", false, Game::DVAR_FLAG_CHEAT, "Draw aabb trees");
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Renderer::r_playerDrawDebugDistance = Game::Dvar_RegisterInt("r_drawDebugProximity", 100000, 0, 500000, Game::DVAR_FLAG_SAVED, "r_draw debug functions draw distance, relative to the player");
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});
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}
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@ -47,10 +47,11 @@ namespace Components
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static Utils::Signal<BackendCallback> BackendFrameSignal;
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static Utils::Signal<BackendCallback> SingleBackendFrameSignal;
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static Dvar::Var DrawTriggers;
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static Dvar::Var DrawSceneModelCollisions;
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static Dvar::Var DrawModelBoundingBoxes;
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static Dvar::Var DrawModelNames;
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static Dvar::Var DrawAABBTrees;
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static Dvar::Var r_drawTriggers;
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static Dvar::Var r_drawSceneModelCollisions;
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static Dvar::Var r_drawModelBoundingBoxes;
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static Dvar::Var r_drawModelNames;
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static Dvar::Var r_drawAABBTrees;
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static Dvar::Var r_playerDrawDebugDistance;
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};
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}
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