Pass device command context by reference in DebugRenderer

Improve the DebugRenderer API by passing the IDeviceCommandContext
as a reference instead of calling g_Renderer.

Fixes: #6650
This commit is contained in:
Chrzanof
2025-12-21 12:57:42 +01:00
committed by Vladislav Belov
parent 8962e066c9
commit 5daae13525
19 changed files with 133 additions and 125 deletions
+58 -60
View File
@@ -1,4 +1,4 @@
/* Copyright (C) 2025 Wildfire Games.
/* Copyright (C) 2026 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@@ -52,38 +52,37 @@ void CDebugRenderer::Initialize()
}
void CDebugRenderer::DrawLine(
Renderer::Backend::IDeviceCommandContext& deviceCommandContext,
const CVector3D& from, const CVector3D& to, const CColor& color,
const float width, const bool depthTestEnabled)
{
if (from == to)
return;
DrawLine({from, to}, color, width, depthTestEnabled);
DrawLine(deviceCommandContext, {from, to}, color, width, depthTestEnabled);
}
void CDebugRenderer::DrawLine(
Renderer::Backend::IDeviceCommandContext& deviceCommandContext,
const std::vector<CVector3D>& line, const CColor& color,
const float width, const bool depthTestEnabled)
{
if (line.size() <= 1)
return;
Renderer::Backend::IDeviceCommandContext* deviceCommandContext =
g_Renderer.GetDeviceCommandContext();
CShaderTechniquePtr debugLineTech =
GetShaderTechnique(str_debug_line, color, depthTestEnabled);
deviceCommandContext->SetGraphicsPipelineState(
deviceCommandContext.SetGraphicsPipelineState(
debugLineTech->GetGraphicsPipelineState());
deviceCommandContext->BeginPass();
deviceCommandContext.BeginPass();
const CCamera& viewCamera = g_Renderer.GetSceneRenderer().GetViewCamera();
Renderer::Backend::IShaderProgram* debugLineShader = debugLineTech->GetShader();
const CMatrix3D transform = viewCamera.GetViewProjection();
deviceCommandContext->SetUniform(
deviceCommandContext.SetUniform(
debugLineShader->GetBindingSlot(str_transform), transform.AsFloatArray());
deviceCommandContext->SetUniform(
deviceCommandContext.SetUniform(
debugLineShader->GetBindingSlot(str_color), color.AsFloatArray());
const CVector3D cameraIn = viewCamera.GetOrientation().GetIn();
@@ -115,35 +114,34 @@ void CDebugRenderer::DrawLine(
#undef ADD
deviceCommandContext->SetVertexInputLayout(m_VertexInputLayout);
deviceCommandContext->SetVertexBufferData(
deviceCommandContext.SetVertexInputLayout(m_VertexInputLayout);
deviceCommandContext.SetVertexBufferData(
0, vertices.data(), vertices.size() * sizeof(vertices[0]));
deviceCommandContext->Draw(0, vertices.size() / 3);
deviceCommandContext.Draw(0, vertices.size() / 3);
deviceCommandContext->EndPass();
deviceCommandContext.EndPass();
}
void CDebugRenderer::DrawCircle(const CVector3D& origin, const float radius, const CColor& color)
void CDebugRenderer::DrawCircle(
Renderer::Backend::IDeviceCommandContext& deviceCommandContext,
const CVector3D& origin, const float radius, const CColor& color)
{
CShaderTechniquePtr debugCircleTech =
GetShaderTechnique(str_debug_line, color);
Renderer::Backend::IDeviceCommandContext* deviceCommandContext =
g_Renderer.GetDeviceCommandContext();
deviceCommandContext->SetGraphicsPipelineState(
deviceCommandContext.SetGraphicsPipelineState(
debugCircleTech->GetGraphicsPipelineState());
deviceCommandContext->BeginPass();
deviceCommandContext.BeginPass();
const CCamera& camera = g_Renderer.GetSceneRenderer().GetViewCamera();
Renderer::Backend::IShaderProgram* debugCircleShader = debugCircleTech->GetShader();
const CMatrix3D transform = camera.GetViewProjection();
deviceCommandContext->SetUniform(
deviceCommandContext.SetUniform(
debugCircleShader->GetBindingSlot(str_transform), transform.AsFloatArray());
deviceCommandContext->SetUniform(
deviceCommandContext.SetUniform(
debugCircleShader->GetBindingSlot(str_color), color.AsFloatArray());
const CVector3D cameraUp = camera.GetOrientation().GetUp();
@@ -169,16 +167,17 @@ void CDebugRenderer::DrawCircle(const CVector3D& origin, const float radius, con
#undef ADD
deviceCommandContext->SetVertexInputLayout(m_VertexInputLayout);
deviceCommandContext->SetVertexBufferData(
deviceCommandContext.SetVertexInputLayout(m_VertexInputLayout);
deviceCommandContext.SetVertexBufferData(
0, vertices.data(), vertices.size() * sizeof(vertices[0]));
deviceCommandContext->Draw(0, vertices.size() / 3);
deviceCommandContext.Draw(0, vertices.size() / 3);
deviceCommandContext->EndPass();
deviceCommandContext.EndPass();
}
void CDebugRenderer::DrawCameraFrustum(const CCamera& camera, const CColor& color, int intermediates, bool wireframe)
void CDebugRenderer::DrawCameraFrustum(Renderer::Backend::IDeviceCommandContext& deviceCommandContext,
const CCamera& camera, const CColor& color, int intermediates, bool wireframe)
{
CCamera::Quad nearPoints{camera.GetViewQuad(camera.GetNearPlane())};
for (CVector3D& point : nearPoints)
@@ -190,18 +189,16 @@ void CDebugRenderer::DrawCameraFrustum(const CCamera& camera, const CColor& colo
CShaderTechniquePtr overlayTech =
GetShaderTechnique(str_debug_line, color, true, wireframe);
Renderer::Backend::IDeviceCommandContext* deviceCommandContext =
g_Renderer.GetDeviceCommandContext();
deviceCommandContext->SetGraphicsPipelineState(
deviceCommandContext.SetGraphicsPipelineState(
overlayTech->GetGraphicsPipelineState());
deviceCommandContext->BeginPass();
deviceCommandContext.BeginPass();
Renderer::Backend::IShaderProgram* overlayShader = overlayTech->GetShader();
const CMatrix3D transform = g_Renderer.GetSceneRenderer().GetViewCamera().GetViewProjection();
deviceCommandContext->SetUniform(
deviceCommandContext.SetUniform(
overlayShader->GetBindingSlot(str_transform), transform.AsFloatArray());
deviceCommandContext->SetUniform(
deviceCommandContext.SetUniform(
overlayShader->GetBindingSlot(str_color), color.AsFloatArray());
std::vector<float> vertices;
@@ -243,11 +240,11 @@ void CDebugRenderer::DrawCameraFrustum(const CCamera& camera, const CColor& colo
ADD(intermediatePoints[3]);
}
deviceCommandContext->SetVertexInputLayout(m_VertexInputLayout);
deviceCommandContext->SetVertexBufferData(
deviceCommandContext.SetVertexInputLayout(m_VertexInputLayout);
deviceCommandContext.SetVertexBufferData(
0, vertices.data(), vertices.size() * sizeof(vertices[0]));
deviceCommandContext->Draw(0, vertices.size() / 3);
deviceCommandContext.Draw(0, vertices.size() / 3);
vertices.clear();
@@ -263,43 +260,44 @@ void CDebugRenderer::DrawCameraFrustum(const CCamera& camera, const CColor& colo
ADD(farPoints[nextI]);
}
deviceCommandContext->SetVertexInputLayout(m_VertexInputLayout);
deviceCommandContext->SetVertexBufferData(
deviceCommandContext.SetVertexInputLayout(m_VertexInputLayout);
deviceCommandContext.SetVertexBufferData(
0, vertices.data(), vertices.size() * sizeof(vertices[0]));
deviceCommandContext->Draw(0, vertices.size() / 3);
deviceCommandContext.Draw(0, vertices.size() / 3);
#undef ADD
deviceCommandContext->EndPass();
deviceCommandContext.EndPass();
}
void CDebugRenderer::DrawBoundingBox(
Renderer::Backend::IDeviceCommandContext& deviceCommandContext,
const CBoundingBoxAligned& boundingBox, const CColor& color,
bool wireframe)
{
DrawBoundingBox(
deviceCommandContext,
boundingBox, color,
g_Renderer.GetSceneRenderer().GetViewCamera().GetViewProjection(), wireframe);
}
void CDebugRenderer::DrawBoundingBox(
Renderer::Backend::IDeviceCommandContext& deviceCommandContext,
const CBoundingBoxAligned& boundingBox, const CColor& color,
const CMatrix3D& transform, bool wireframe)
{
CShaderTechniquePtr shaderTech =
GetShaderTechnique(str_debug_line, color, true, wireframe);
Renderer::Backend::IDeviceCommandContext* deviceCommandContext =
g_Renderer.GetDeviceCommandContext();
deviceCommandContext->SetGraphicsPipelineState(
deviceCommandContext.SetGraphicsPipelineState(
shaderTech->GetGraphicsPipelineState());
deviceCommandContext->BeginPass();
deviceCommandContext.BeginPass();
Renderer::Backend::IShaderProgram* shader = shaderTech->GetShader();
deviceCommandContext->SetUniform(
deviceCommandContext.SetUniform(
shader->GetBindingSlot(str_transform), transform.AsFloatArray());
deviceCommandContext->SetUniform(
deviceCommandContext.SetUniform(
shader->GetBindingSlot(str_color), color.AsFloatArray());
std::vector<float> data;
@@ -323,32 +321,32 @@ void CDebugRenderer::DrawBoundingBox(
#undef ADD_FACE
deviceCommandContext->SetVertexInputLayout(m_VertexInputLayout);
deviceCommandContext->SetVertexBufferData(
deviceCommandContext.SetVertexInputLayout(m_VertexInputLayout);
deviceCommandContext.SetVertexBufferData(
0, data.data(), data.size() * sizeof(data[0]));
deviceCommandContext->Draw(0, 6 * 6);
deviceCommandContext.Draw(0, 6 * 6);
deviceCommandContext->EndPass();
deviceCommandContext.EndPass();
}
void CDebugRenderer::DrawBrush(const CBrush& brush, const CColor& color, bool wireframe)
void CDebugRenderer::DrawBrush(
Renderer::Backend::IDeviceCommandContext& deviceCommandContext,
const CBrush& brush, const CColor& color, bool wireframe)
{
CShaderTechniquePtr shaderTech =
GetShaderTechnique(str_debug_line, color, true, wireframe);
Renderer::Backend::IDeviceCommandContext* deviceCommandContext =
g_Renderer.GetDeviceCommandContext();
deviceCommandContext->SetGraphicsPipelineState(
deviceCommandContext.SetGraphicsPipelineState(
shaderTech->GetGraphicsPipelineState());
deviceCommandContext->BeginPass();
deviceCommandContext.BeginPass();
Renderer::Backend::IShaderProgram* shader = shaderTech->GetShader();
const CMatrix3D transform = g_Renderer.GetSceneRenderer().GetViewCamera().GetViewProjection();
deviceCommandContext->SetUniform(
deviceCommandContext.SetUniform(
shader->GetBindingSlot(str_transform), transform.AsFloatArray());
deviceCommandContext->SetUniform(
deviceCommandContext.SetUniform(
shader->GetBindingSlot(str_color), color.AsFloatArray());
std::vector<float> data;
@@ -376,13 +374,13 @@ void CDebugRenderer::DrawBrush(const CBrush& brush, const CColor& color, bool wi
#undef ADD_VERT
deviceCommandContext->SetVertexInputLayout(m_VertexInputLayout);
deviceCommandContext->SetVertexBufferData(
deviceCommandContext.SetVertexInputLayout(m_VertexInputLayout);
deviceCommandContext.SetVertexBufferData(
0, data.data(), data.size() * sizeof(data[0]));
deviceCommandContext->Draw(0, data.size() / 5);
deviceCommandContext.Draw(0, data.size() / 5);
deviceCommandContext->EndPass();
deviceCommandContext.EndPass();
}
size_t CDebugRenderer::ShaderTechniqueKeyHash::operator()(