增加部分调试渲染功能

This commit is contained in:
ww-rm
2025-04-13 00:19:02 +08:00
parent 3b73aea5c0
commit 777cd5ea3f
10 changed files with 1314 additions and 83 deletions

View File

@@ -318,23 +318,187 @@ namespace SpineViewer.Spine.Implementations.SpineObject
lineVertices.Clear();
rectLineVertices.Clear();
// 调试包围盒
if (debugBounds)
if (debugRegions)
{
var b = bounds;
var v = new SFML.Graphics.Vertex() { Color = BoundsColor };
v.Position = new(b.Left, b.Top); lineVertices.Append(v);
v.Position = new(b.Right, b.Top); lineVertices.Append(v); lineVertices.Append(v);
v.Position = new(b.Right, b.Bottom); lineVertices.Append(v); lineVertices.Append(v);
v.Position = new(b.Left, b.Bottom); lineVertices.Append(v); lineVertices.Append(v);
v.Position = new(b.Left, b.Top); lineVertices.Append(v);
SFML.Graphics.Vertex vt = new() { Color = AttachmentLineColor };
foreach (var slot in skeleton.Slots)
{
if (slot.Bone.Active && slot.Attachment is RegionAttachment regionAttachment)
{
regionAttachment.ComputeWorldVertices(slot.Bone, worldVerticesBuffer, 0);
vt.Position.X = worldVerticesBuffer[0];
vt.Position.Y = worldVerticesBuffer[1];
lineVertices.Append(vt);
vt.Position.X = worldVerticesBuffer[2];
vt.Position.Y = worldVerticesBuffer[3];
lineVertices.Append(vt); lineVertices.Append(vt);
vt.Position.X = worldVerticesBuffer[4];
vt.Position.Y = worldVerticesBuffer[5];
lineVertices.Append(vt); lineVertices.Append(vt);
vt.Position.X = worldVerticesBuffer[6];
vt.Position.Y = worldVerticesBuffer[7];
lineVertices.Append(vt); lineVertices.Append(vt);
vt.Position.X = worldVerticesBuffer[0];
vt.Position.Y = worldVerticesBuffer[1];
lineVertices.Append(vt);
}
}
}
if (debugMeshes)
{
SFML.Graphics.Vertex vt = new() { Color = MeshLineColor };
foreach (var slot in skeleton.Slots)
{
if (slot.Bone.Active && slot.Attachment is MeshAttachment meshAttachment)
{
if (meshAttachment.WorldVerticesLength > worldVerticesBuffer.Length)
worldVerticesBuffer = new float[meshAttachment.WorldVerticesLength * 2];
meshAttachment.ComputeWorldVertices(slot, worldVerticesBuffer);
var triangleIndices = meshAttachment.Triangles;
for (int i = 0; i < triangleIndices.Length; i += 3)
{
var idx0 = triangleIndices[i] * 2;
var idx1 = triangleIndices[i + 1] * 2;
var idx2 = triangleIndices[i + 2] * 2;
vt.Position.X = worldVerticesBuffer[idx0];
vt.Position.Y = worldVerticesBuffer[idx0 + 1];
lineVertices.Append(vt);
vt.Position.X = worldVerticesBuffer[idx1];
vt.Position.Y = worldVerticesBuffer[idx1 + 1];
lineVertices.Append(vt); lineVertices.Append(vt);
vt.Position.X = worldVerticesBuffer[idx2];
vt.Position.Y = worldVerticesBuffer[idx2 + 1];
lineVertices.Append(vt); lineVertices.Append(vt);
vt.Position.X = worldVerticesBuffer[idx0];
vt.Position.Y = worldVerticesBuffer[idx0 + 1];
lineVertices.Append(vt);
}
}
}
}
if (debugMeshHulls)
{
SFML.Graphics.Vertex vt = new() { Color = AttachmentLineColor };
foreach (var slot in skeleton.Slots)
{
if (slot.Bone.Active && slot.Attachment is MeshAttachment meshAttachment)
{
if (meshAttachment.WorldVerticesLength > worldVerticesBuffer.Length)
worldVerticesBuffer = new float[meshAttachment.WorldVerticesLength * 2];
meshAttachment.ComputeWorldVertices(slot, worldVerticesBuffer);
var hullLength = (meshAttachment.HullLength >> 1) << 1;
if (debugMeshHulls && hullLength > 2)
{
vt.Position.X = worldVerticesBuffer[0];
vt.Position.Y = worldVerticesBuffer[1];
lineVertices.Append(vt);
for (int i = 2; i < hullLength; i += 2)
{
vt.Position.X = worldVerticesBuffer[i];
vt.Position.Y = worldVerticesBuffer[i + 1];
lineVertices.Append(vt);
lineVertices.Append(vt);
}
vt.Position.X = worldVerticesBuffer[0];
vt.Position.Y = worldVerticesBuffer[1];
lineVertices.Append(vt);
}
}
}
}
if (debugBoundingBoxes)
{
throw new NotImplementedException();
}
if (debugPaths)
{
throw new NotImplementedException();
}
if (debugClippings)
{
SFML.Graphics.Vertex vt = new() { Color = ClippingLineColor };
foreach (var slot in skeleton.Slots)
{
if (slot.Bone.Active && slot.Attachment is ClippingAttachment clippingAttachment)
{
if (clippingAttachment.WorldVerticesLength > worldVerticesBuffer.Length)
worldVerticesBuffer = worldVerticesBuffer = new float[clippingAttachment.WorldVerticesLength * 2];
clippingAttachment.ComputeWorldVertices(slot, worldVerticesBuffer);
vt.Position.X = worldVerticesBuffer[0];
vt.Position.Y = worldVerticesBuffer[1];
lineVertices.Append(vt);
for (int i = 2; i < clippingAttachment.WorldVerticesLength; i += 2)
{
vt.Position.X = worldVerticesBuffer[i];
vt.Position.Y = worldVerticesBuffer[i + 1];
lineVertices.Append(vt);
lineVertices.Append(vt);
}
vt.Position.X = worldVerticesBuffer[0];
vt.Position.Y = worldVerticesBuffer[1];
lineVertices.Append(vt);
}
}
}
if (debugBounds)
{
var vt = new SFML.Graphics.Vertex() { Color = BoundsColor };
var b = bounds;
vt.Position.X = b.Left;
vt.Position.Y = b.Top;
lineVertices.Append(vt);
vt.Position.X = b.Right;
vt.Position.Y = b.Top;
lineVertices.Append(vt); lineVertices.Append(vt);
vt.Position.X = b.Right;
vt.Position.Y = b.Bottom;
lineVertices.Append(vt); lineVertices.Append(vt);
vt.Position.X = b.Left;
vt.Position.Y = b.Bottom;
lineVertices.Append(vt); lineVertices.Append(vt);
vt.Position.X = b.Left;
vt.Position.Y = b.Top;
lineVertices.Append(vt);
}
// 骨骼线放最后画
if (debugBones)
{
var width = scale;
foreach (var bone in skeleton.Bones)
{
if (!bone.Active) continue;
var boneLength = bone.Data.Length;
var p1 = new SFML.System.Vector2f(bone.WorldX, bone.WorldY);
var p2 = new SFML.System.Vector2f(bone.WorldX + boneLength * bone.A, bone.WorldY + boneLength * bone.C);
@@ -345,12 +509,13 @@ namespace SpineViewer.Spine.Implementations.SpineObject
target.Draw(lineVertices);
target.Draw(rectLineVertices);
// 骨骼的点最后画, 层级处于上面
// 骨骼的点最后画, 层级处于骨骼线上面
if (debugBones)
{
var radius = scale;
foreach (var bone in skeleton.Bones)
{
if (!bone.Active) continue;
DrawCirclePoint(target, new(bone.WorldX, bone.WorldY), BonePointColor, radius);
}
}