import type { Vector } from '../../../math/vector'; import { vec } from '../../../math/vector'; import type { Color } from '../../../color'; import lineVertexSource from './debug-line-vertex.glsl?raw'; import lineFragmentSource from './debug-line-fragment.glsl?raw'; import type { ExcaliburGraphicsContextWebGL } from '../excalibur-graphics-context-webgl'; import type { RendererPlugin } from '../renderer'; import { Shader, VertexBuffer, VertexLayout } from '../..'; import { GraphicsDiagnostics } from '../../graphics-diagnostics'; export class DebugLineRenderer implements RendererPlugin { public readonly type = 'ex.debug-line'; public priority: number = 0; private _context!: ExcaliburGraphicsContextWebGL; private _gl!: WebGL2RenderingContext; private _shader!: Shader; private _maxLines: number = 10922; private _vertexBuffer!: VertexBuffer; private _layout!: VertexLayout; private _vertexIndex = 0; private _lineCount = 0; initialize(gl: WebGL2RenderingContext, context: ExcaliburGraphicsContextWebGL): void { this._gl = gl; this._context = context; this._shader = new Shader({ graphicsContext: context, vertexSource: lineVertexSource, fragmentSource: lineFragmentSource }); this._shader.compile(); this._shader.use(); this._shader.setUniformMatrix('u_matrix', this._context.ortho); this._vertexBuffer = new VertexBuffer({ gl, size: 7 * 6 * this._maxLines, // 7 floats per vert, 6 verts per line type: 'dynamic' }); this._layout = new VertexLayout({ gl, vertexBuffer: this._vertexBuffer, shader: this._shader, attributes: [ ['a_position', 2], ['a_color', 4], ['a_lengthSoFar', 1] ] }); } public dispose() { this._vertexBuffer.dispose(); this._shader.dispose(); this._context = null as any; this._gl = null as any; } private _startScratch = vec(0, 0); private _endScratch = vec(0, 0); private _lengthSoFar = 0; private _currentlyDashed = false; draw(start: Vector, end: Vector, color: Color, width = 2, dashed: boolean = false): void { // Force a render if the batch is full or we switch form dashed -> not dashed or vice versa if (this._isFull() || this._currentlyDashed !== dashed) { this._currentlyDashed = dashed; this.flush(); } this._lineCount++; const transform = this._context.getTransform(); const finalStart = transform.multiply(start, this._startScratch); const finalEnd = transform.multiply(end, this._endScratch); const dir = finalEnd.sub(finalStart); const dist = finalStart.distance(finalEnd); const normal = dir.normal(); const halfWidth = width / 2; const vertexBuffer = this._vertexBuffer.bufferData; // Start Bottom Vert vertexBuffer[this._vertexIndex++] = finalStart.x - normal.x * halfWidth; vertexBuffer[this._vertexIndex++] = finalStart.y - normal.y * halfWidth; vertexBuffer[this._vertexIndex++] = color.r / 255; vertexBuffer[this._vertexIndex++] = color.g / 255; vertexBuffer[this._vertexIndex++] = color.b / 255; vertexBuffer[this._vertexIndex++] = color.a; vertexBuffer[this._vertexIndex++] = this._lengthSoFar; // Start Top Vert vertexBuffer[this._vertexIndex++] = finalStart.x + normal.x * halfWidth; vertexBuffer[this._vertexIndex++] = finalStart.y + normal.y * halfWidth; vertexBuffer[this._vertexIndex++] = color.r / 255; vertexBuffer[this._vertexIndex++] = color.g / 255; vertexBuffer[this._vertexIndex++] = color.b / 255; vertexBuffer[this._vertexIndex++] = color.a; vertexBuffer[this._vertexIndex++] = this._lengthSoFar; // End Bottom Vert vertexBuffer[this._vertexIndex++] = finalEnd.x - normal.x * halfWidth; vertexBuffer[this._vertexIndex++] = finalEnd.y - normal.y * halfWidth; vertexBuffer[this._vertexIndex++] = color.r / 255; vertexBuffer[this._vertexIndex++] = color.g / 255; vertexBuffer[this._vertexIndex++] = color.b / 255; vertexBuffer[this._vertexIndex++] = color.a; vertexBuffer[this._vertexIndex++] = this._lengthSoFar + dist; // End Bottom Vert vertexBuffer[this._vertexIndex++] = finalEnd.x - normal.x * halfWidth; vertexBuffer[this._vertexIndex++] = finalEnd.y - normal.y * halfWidth; vertexBuffer[this._vertexIndex++] = color.r / 255; vertexBuffer[this._vertexIndex++] = color.g / 255; vertexBuffer[this._vertexIndex++] = color.b / 255; vertexBuffer[this._vertexIndex++] = color.a; vertexBuffer[this._vertexIndex++] = this._lengthSoFar + dist; // Start Top Vert vertexBuffer[this._vertexIndex++] = finalStart.x + normal.x * halfWidth; vertexBuffer[this._vertexIndex++] = finalStart.y + normal.y * halfWidth; vertexBuffer[this._vertexIndex++] = color.r / 255; vertexBuffer[this._vertexIndex++] = color.g / 255; vertexBuffer[this._vertexIndex++] = color.b / 255; vertexBuffer[this._vertexIndex++] = color.a; vertexBuffer[this._vertexIndex++] = this._lengthSoFar; // End Top Vert vertexBuffer[this._vertexIndex++] = finalEnd.x + normal.x * halfWidth; vertexBuffer[this._vertexIndex++] = finalEnd.y + normal.y * halfWidth; vertexBuffer[this._vertexIndex++] = color.r / 255; vertexBuffer[this._vertexIndex++] = color.g / 255; vertexBuffer[this._vertexIndex++] = color.b / 255; vertexBuffer[this._vertexIndex++] = color.a; vertexBuffer[this._vertexIndex++] = this._lengthSoFar + dist; } private _isFull() { if (this._lineCount >= this._maxLines) { return true; } return false; } hasPendingDraws(): boolean { return this._lineCount !== 0; } flush(): void { // nothing to draw early exit if (this._lineCount === 0) { return; } const gl = this._gl; this._shader.use(); this._layout.use(true); this._shader.setUniformMatrix('u_matrix', this._context.ortho); this._shader.setUniformBoolean('u_dashed', this._currentlyDashed); gl.drawArrays(gl.TRIANGLES, 0, this._lineCount * 6); // 6 verts per line GraphicsDiagnostics.DrawnImagesCount += this._lineCount; GraphicsDiagnostics.DrawCallCount++; // reset this._vertexIndex = 0; this._lineCount = 0; this._lengthSoFar = 0; } }