Better r_draw debug functions, and relocated in renderer
This commit is contained in:
parent
b0e702f33c
commit
9d1b5cf604
@ -964,204 +964,6 @@ namespace Components
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}
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});
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Scheduler::OnFrame([]()
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{
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if (!Game::CL_IsCgameInitialized() || !Dvar::Var("r_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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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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if (!clipMap) return;
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for (unsigned short i = 0; i < clipMap->smodelNodeCount; ++i)
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{
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Game::R_AddDebugBounds(cyan, &clipMap->smodelNodes[i].bounds);
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}
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for (unsigned int i = 0; i < clipMap->numStaticModels; i += 2)
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{
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Game::R_AddDebugBounds(red, &clipMap->staticModelList[i].absBounds);
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}
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});
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Dvar::OnInit([]
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{
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Dvar::Register<bool>("r_drawSceneModelBoundingBoxes", false, Game::DVAR_FLAG_CHEAT, "Draw scene model bounding boxes");
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Dvar::Register<bool>("r_drawSceneModelCollisions", false, Game::DVAR_FLAG_CHEAT, "Draw scene model collisions");
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Dvar::Register<bool>("r_drawTriggers", false, Game::DVAR_FLAG_CHEAT, "Draw triggers");
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Dvar::Register<bool>("r_drawModelNames", false, Game::DVAR_FLAG_CHEAT, "Draw all model names");
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Dvar::Register<bool>("r_drawAabbTrees", false, Game::DVAR_FLAG_USERCREATED, "Draw aabb trees");
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});
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Scheduler::OnFrame([]()
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{
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if (!Game::CL_IsCgameInitialized() || !Dvar::Var("r_drawModelNames").get<bool>()) return;
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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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auto mapName = Dvar::Var("mapname").get<const char*>();
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auto* scene = Game::scene;
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auto world = Game::DB_FindXAssetEntry(Game::XAssetType::ASSET_TYPE_GFXWORLD, Utils::String::VA("maps/mp/%s.d3dbsp", mapName))->asset.header.gfxWorld;
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for (auto i = 0; i < scene->sceneModelCount; i++)
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{
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if (!scene->sceneModel[i].model)
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continue;
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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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for (auto i = 0; i < scene->sceneDObjCount; i++)
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{
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if (scene->sceneDObj[i].obj) {
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for (int j = 0; j < scene->sceneDObj[i].obj->numModels; j++)
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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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}
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}
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// Static models
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for (size_t i = 0; i < world->dpvs.smodelCount; i++)
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{
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auto staticModel = world->dpvs.smodelDrawInsts[i];
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if (staticModel.model) {
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Game::R_AddDebugString(staticModelsColor, staticModel.placement.origin, 1.0, staticModel.model->name);
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}
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}
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});
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Scheduler::OnFrame([]()
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{
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if (!Game::CL_IsCgameInitialized() || !Dvar::Var("r_drawSceneModelBoundingBoxes").get<bool>()) return;
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float red[4] = { 1.0f, 0.0f, 0.0f, 1.0f };
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float blue[4] = { 0.0f, 0.0f, 1.0f, 1.0f };
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auto* scene = Game::scene;
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for(auto i = 0; i < scene->sceneModelCount; i++)
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{
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if(!scene->sceneModel[i].model)
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continue;
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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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b.midPoint[1] += scene->sceneModel[i].placement.base.origin[1];
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b.midPoint[2] += scene->sceneModel[i].placement.base.origin[2];
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b.halfSize[0] *= scene->sceneModel[i].placement.scale;
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b.halfSize[1] *= scene->sceneModel[i].placement.scale;
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b.halfSize[2] *= scene->sceneModel[i].placement.scale;
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Game::R_AddDebugBounds(red, &b, &scene->sceneModel[i].placement.base.quat);
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}
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for(auto i = 0; i < scene->sceneDObjCount; i++)
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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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scene->sceneDObj[i].cull.bounds.halfSize[2] = std::abs(scene->sceneDObj[i].cull.bounds.halfSize[2]);
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if (scene->sceneDObj[i].cull.bounds.halfSize[0] < 0 ||
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scene->sceneDObj[i].cull.bounds.halfSize[1] < 0 ||
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scene->sceneDObj[i].cull.bounds.halfSize[2] < 0) {
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Components::Logger::Print("WARNING: Negative half size for DOBJ %s, this will cause culling issues!", scene->sceneDObj[i].obj->models[0]->name);
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}
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Game::R_AddDebugBounds(blue, &scene->sceneDObj[i].cull.bounds);
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}
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});
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Scheduler::OnFrame([]()
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{
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if (!Game::CL_IsCgameInitialized()) return;
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if (!Dvar::Var("r_drawSceneModelCollisions").get<bool>()) return;
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float green[4] = { 0.0f, 1.0f, 0.0f, 1.0f };
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auto* scene = Game::scene;
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for (auto i = 0; i < scene->sceneModelCount; i++)
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{
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if (!scene->sceneModel[i].model)
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continue;
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for (auto j = 0; j < scene->sceneModel[i].model->numCollSurfs; j++) {
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auto b = scene->sceneModel[i].model->collSurfs[j].bounds;
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b.midPoint[0] += scene->sceneModel[i].placement.base.origin[0];
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b.midPoint[1] += scene->sceneModel[i].placement.base.origin[1];
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b.midPoint[2] += scene->sceneModel[i].placement.base.origin[2];
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b.halfSize[0] *= scene->sceneModel[i].placement.scale;
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b.halfSize[1] *= scene->sceneModel[i].placement.scale;
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b.halfSize[2] *= scene->sceneModel[i].placement.scale;
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Game::R_AddDebugBounds(green, &b, &scene->sceneModel[i].placement.base.quat);
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}
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}
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});
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Scheduler::OnFrame([]()
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{
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if (!Game::CL_IsCgameInitialized() || !Dvar::Var("r_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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auto* entities = Game::g_entities;
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for(auto i = 0u; i < 0x800; i++)
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{
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auto* ent = &entities[i];
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if(ent->r.isInUse)
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{
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Game::Bounds b = ent->r.box;
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b.midPoint[0] += ent->r.currentOrigin[0];
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b.midPoint[1] += ent->r.currentOrigin[1];
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b.midPoint[2] += ent->r.currentOrigin[2];
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switch(ent->handler)
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{
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case Game::ENT_HANDLER_TRIGGER_HURT:
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Game::R_AddDebugBounds(hurt, &b);
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break;
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case Game::ENT_HANDLER_TRIGGER_HURT_TOUCH:
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Game::R_AddDebugBounds(hurtTouch, &b);
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break;
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case Game::ENT_HANDLER_TRIGGER_DAMAGE:
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Game::R_AddDebugBounds(damage, &b);
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break;
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case Game::ENT_HANDLER_TRIGGER_MULTIPLE:
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if(ent->spawnflags & 0x40)
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Game::R_AddDebugBounds(once, &b);
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else
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Game::R_AddDebugBounds(multiple, &b);
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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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float color[4] = { rv, gv, bv, 1.0f };
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Game::R_AddDebugBounds(color, &b);
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break;
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}
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}
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}
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});
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// Dvars
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Dvar::Register<bool>("ui_streamFriendly", false, Game::DVAR_FLAG_SAVED, "Stream friendly UI");
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@ -8,6 +8,12 @@ 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::DrawSceneModelBoundingBoxes;
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Dvar::Var Renderer::DrawModelNames;
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Dvar::Var Renderer::DrawAABBTrees;
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__declspec(naked) void Renderer::FrameStub()
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{
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__asm
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@ -166,6 +172,209 @@ namespace Components
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return Utils::Hook::Call<int(int, float, float, const char*, Game::vec4_t*, int)>(0x005033E0)(a1, a2, a3, Utils::String::VA("%s (^3%s^7)", mat->info.name, mat->techniqueSet->name), color, a6);
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}
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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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auto* entities = Game::g_entities;
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for (auto i = 0u; i < 0x800; i++)
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{
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auto* ent = &entities[i];
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if (ent->r.isInUse)
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{
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Game::Bounds b = ent->r.box;
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b.midPoint[0] += ent->r.currentOrigin[0];
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b.midPoint[1] += ent->r.currentOrigin[1];
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b.midPoint[2] += ent->r.currentOrigin[2];
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switch (ent->handler)
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{
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case Game::ENT_HANDLER_TRIGGER_HURT:
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Game::R_AddDebugBounds(hurt, &b);
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break;
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case Game::ENT_HANDLER_TRIGGER_HURT_TOUCH:
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Game::R_AddDebugBounds(hurtTouch, &b);
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break;
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case Game::ENT_HANDLER_TRIGGER_DAMAGE:
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Game::R_AddDebugBounds(damage, &b);
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break;
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case Game::ENT_HANDLER_TRIGGER_MULTIPLE:
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if (ent->spawnflags & 0x40)
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Game::R_AddDebugBounds(once, &b);
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else
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Game::R_AddDebugBounds(multiple, &b);
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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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float color[4] = { rv, gv, bv, 1.0f };
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Game::R_AddDebugBounds(color, &b);
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break;
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}
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}
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}
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}
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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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auto* scene = Game::scene;
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for (auto i = 0; i < scene->sceneModelCount; i++)
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{
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if (!scene->sceneModel[i].model)
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continue;
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for (auto j = 0; j < scene->sceneModel[i].model->numCollSurfs; j++)
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{
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auto b = scene->sceneModel[i].model->collSurfs[j].bounds;
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b.midPoint[0] += scene->sceneModel[i].placement.base.origin[0];
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b.midPoint[1] += scene->sceneModel[i].placement.base.origin[1];
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b.midPoint[2] += scene->sceneModel[i].placement.base.origin[2];
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b.halfSize[0] *= scene->sceneModel[i].placement.scale;
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b.halfSize[1] *= scene->sceneModel[i].placement.scale;
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b.halfSize[2] *= scene->sceneModel[i].placement.scale;
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Game::R_AddDebugBounds(green, &b, &scene->sceneModel[i].placement.base.quat);
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}
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}
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}
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void Renderer::DebugDrawSceneModelBoundingBoxes()
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{
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if (!DrawSceneModelBoundingBoxes.get<bool>()) return;
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float red[4] = { 1.0f, 0.0f, 0.0f, 1.0f };
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float blue[4] = { 0.0f, 0.0f, 1.0f, 1.0f };
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auto* scene = Game::scene;
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for (auto i = 0; i < scene->sceneModelCount; i++)
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{
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if (!scene->sceneModel[i].model)
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continue;
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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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b.midPoint[1] += scene->sceneModel[i].placement.base.origin[1];
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b.midPoint[2] += scene->sceneModel[i].placement.base.origin[2];
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b.halfSize[0] *= scene->sceneModel[i].placement.scale;
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b.halfSize[1] *= scene->sceneModel[i].placement.scale;
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b.halfSize[2] *= scene->sceneModel[i].placement.scale;
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Game::R_AddDebugBounds(red, &b, &scene->sceneModel[i].placement.base.quat);
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}
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for (auto i = 0; i < scene->sceneDObjCount; i++)
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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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scene->sceneDObj[i].cull.bounds.halfSize[2] = std::abs(scene->sceneDObj[i].cull.bounds.halfSize[2]);
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if (scene->sceneDObj[i].cull.bounds.halfSize[0] < 0 ||
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scene->sceneDObj[i].cull.bounds.halfSize[1] < 0 ||
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scene->sceneDObj[i].cull.bounds.halfSize[2] < 0)
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{
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Components::Logger::Print("WARNING: Negative half size for DOBJ %s, this will cause culling issues!", scene->sceneDObj[i].obj->models[0]->name);
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}
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Game::R_AddDebugBounds(blue, &scene->sceneDObj[i].cull.bounds);
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}
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}
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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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if (!val) return;
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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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auto mapName = Dvar::Var("mapname").get<const char*>();
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auto* scene = Game::scene;
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auto world = Game::DB_FindXAssetEntry(Game::XAssetType::ASSET_TYPE_GFXWORLD, Utils::String::VA("maps/mp/%s.d3dbsp", mapName))->asset.header.gfxWorld;
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if (val == 1)
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{
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for (auto i = 0; i < scene->sceneModelCount; i++)
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{
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if (!scene->sceneModel[i].model)
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continue;
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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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}
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else if (val == 2)
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{
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for (auto i = 0; i < scene->sceneDObjCount; i++)
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{
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if (scene->sceneDObj[i].obj)
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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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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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}
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}
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}
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else if (val == 3)
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{
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// Static models
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for (size_t i = 0; i < world->dpvs.smodelCount; i++)
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{
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auto staticModel = world->dpvs.smodelDrawInsts[i];
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if (staticModel.model)
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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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}
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}
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}
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void Renderer::DebugDrawAABBTrees()
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{
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if (!DrawAABBTrees.get<bool>()) return;
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|
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float cyan[4] = { 0.0f, 0.5f, 0.5f, 1.0f };
|
||||
float red[4] = { 1.0f, 0.0f, 0.0f, 1.0f };
|
||||
|
||||
Game::clipMap_t* clipMap = *reinterpret_cast<Game::clipMap_t**>(0x7998E0);
|
||||
//Game::GfxWorld* gameWorld = *reinterpret_cast<Game::GfxWorld**>(0x66DEE94);
|
||||
if (!clipMap) return;
|
||||
|
||||
for (unsigned short i = 0; i < clipMap->smodelNodeCount; ++i)
|
||||
{
|
||||
Game::R_AddDebugBounds(cyan, &clipMap->smodelNodes[i].bounds);
|
||||
}
|
||||
|
||||
for (unsigned int i = 0; i < clipMap->numStaticModels; i += 2)
|
||||
{
|
||||
Game::R_AddDebugBounds(red, &clipMap->staticModelList[i].absBounds);
|
||||
}
|
||||
}
|
||||
|
||||
Renderer::Renderer()
|
||||
{
|
||||
if (Dedicated::IsEnabled()) return;
|
||||
@ -230,6 +439,24 @@ namespace Components
|
||||
|
||||
// End vid_restart
|
||||
Utils::Hook(0x4CA3A7, Renderer::PostVidRestartStub, HOOK_CALL).install()->quick();
|
||||
|
||||
Dvar::OnInit([]
|
||||
{
|
||||
static std::vector < char* > values =
|
||||
{
|
||||
const_cast<char*>("Disabled"),
|
||||
const_cast<char*>("Scene Models"),
|
||||
const_cast<char*>("Scene Dynamic Objects"),
|
||||
const_cast<char*>("GfxWorld Static Models"),
|
||||
nullptr
|
||||
};
|
||||
|
||||
Renderer::DrawSceneModelBoundingBoxes = Game::Dvar_RegisterBool("r_drawSceneModelBoundingBoxes", false, Game::DVAR_FLAG_CHEAT, "Draw scene model bounding boxes");
|
||||
Renderer::DrawSceneModelCollisions = Game::Dvar_RegisterBool("r_drawSceneModelCollisions", false, Game::DVAR_FLAG_CHEAT, "Draw scene model collisions");
|
||||
Renderer::DrawTriggers = Game::Dvar_RegisterBool("r_drawTriggers", false, Game::DVAR_FLAG_CHEAT, "Draw triggers");
|
||||
Renderer::DrawModelNames = Game::Dvar_RegisterEnum("r_drawModelNames", values.data(), 0, Game::DVAR_FLAG_CHEAT, "Draw all model names");
|
||||
Renderer::DrawAABBTrees = Game::Dvar_RegisterBool("r_drawAabbTrees", false, Game::DVAR_FLAG_CHEAT, "Draw aabb trees");
|
||||
});
|
||||
}
|
||||
|
||||
Renderer::~Renderer()
|
||||
|
@ -35,10 +35,22 @@ namespace Components
|
||||
|
||||
static int DrawTechsetForMaterial(int a1, float a2, float a3, const char* material, Game::vec4_t* color, int a6);
|
||||
|
||||
static void DebugDrawTriggers();
|
||||
static void DebugDrawSceneModelCollisions();
|
||||
static void DebugDrawSceneModelBoundingBoxes();
|
||||
static void DebugDrawModelNames();
|
||||
static void DebugDrawAABBTrees();
|
||||
|
||||
static Utils::Signal<Scheduler::Callback> EndRecoverDeviceSignal;
|
||||
static Utils::Signal<Scheduler::Callback> BeginRecoverDeviceSignal;
|
||||
|
||||
static Utils::Signal<BackendCallback> BackendFrameSignal;
|
||||
static Utils::Signal<BackendCallback> SingleBackendFrameSignal;
|
||||
|
||||
static Dvar::Var DrawTriggers;
|
||||
static Dvar::Var DrawSceneModelCollisions;
|
||||
static Dvar::Var DrawSceneModelBoundingBoxes;
|
||||
static Dvar::Var DrawModelNames;
|
||||
static Dvar::Var DrawAABBTrees;
|
||||
};
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user