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131 lines
3.5 KiB
131 lines
3.5 KiB
#ifndef UNITY_GPU_INLINE_DEBUG_DRAWER_COMMON_INCLUDED
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#define UNITY_GPU_INLINE_DEBUG_DRAWER_COMMON_INCLUDED
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struct AttributesLine
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{
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uint vertexID : SV_VertexID;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct VaryingsLine
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{
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float4 positionCS : SV_POSITION;
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float4 color : COLOR0;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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VaryingsLine vert(AttributesLine input, uint instanceID : SV_InstanceID)
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{
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VaryingsLine output;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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#ifdef GPU_INLINE_DEBUG_DRAWER_WS
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GPUInlineDebugDrawerLine newLine = _GPUInlineDebugDrawerLinesWSConsume[instanceID];
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#else
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GPUInlineDebugDrawerLine newLine = _GPUInlineDebugDrawerLinesCSConsume[instanceID];
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#endif
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if (input.vertexID & 1)
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{
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#ifdef GPU_INLINE_DEBUG_DRAWER_WS
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output.positionCS = TransformWorldToHClip(newLine.start);
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#else
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output.positionCS = newLine.start;
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#endif
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output.color = newLine.startColor;
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}
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else
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{
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#ifdef GPU_INLINE_DEBUG_DRAWER_WS
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output.positionCS = TransformWorldToHClip(newLine.end);
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#else
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output.positionCS = newLine.end;
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#endif
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output.color = newLine.endColor;
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}
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return output;
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}
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// From x in [_min; _max] to [0.0f, 1.0f]
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float Rescale01(float x, float _min, float _max)
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{
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return (x - _min) / (_max - _min);
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}
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// From x in [_min; _max] to [newMin; newMax]
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float Rescale(float x, float _min, float _max, float newMin, float newMax)
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{
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return Rescale01(x, _min, _max) * (newMax - newMin) + newMin;
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}
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// From x in [0.0f; 1.0f] to [newMin; newMax]
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float RescaleNormalized(float x, float newMin, float newMax)
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{
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return x * (newMax - newMin) + newMin;
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}
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VaryingsLine vertPlotRingBuffer(AttributesLine input, uint instanceID : SV_InstanceID)
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{
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VaryingsLine output;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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uint startId = _GPUInlineDebugDrawer_PlotRingBufferStartRead[0];
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uint endId = _GPUInlineDebugDrawer_PlotRingBufferEndRead[0];
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float boundMinX = -0.95f;
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float boundMaxX = -0.25f;
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float boundMinY = 0.95f;
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float boundMaxY = 0.25f;
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if (startId == endId)
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{
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// If nothing on the ringBuffer draw outside the screen
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output.positionCS = float4(-2.0f, -2.0f, 0.0f, 1.0f);
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}
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else if (input.vertexID < GPUINLINEDEBUGDRAWERPARAMS_MAX_PLOT_RING_BUFFER)
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{
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// Draw the RingBuffer values
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uint curId = (startId + input.vertexID) % GPUINLINEDEBUGDRAWERPARAMS_MAX_PLOT_RING_BUFFER;
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float y0 = _GPUInlineDebugDrawer_PlotRingBufferRead[curId];
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float x = Rescale((float)input.vertexID, 0.0f, (float)(GPUINLINEDEBUGDRAWERPARAMS_MAX_PLOT_RING_BUFFER - 1), boundMinX, boundMaxX);
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float y = RescaleNormalized(y0, boundMinY, boundMaxY);
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output.positionCS = float4(x, y, 0.0f, 1.0f);
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}
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else
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{
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// Draw the box of the Plot
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float4 box[] = {
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float4(boundMaxX, boundMinY, 0.0f, 1.0f),
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float4(boundMinX, boundMinY, 0.0f, 1.0f),
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float4(boundMinX, boundMaxY, 0.0f, 1.0f),
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float4(boundMaxX, boundMaxY, 0.0f, 1.0f)
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};
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output.positionCS = box[input.vertexID % 4];
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}
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if (input.vertexID < GPUINLINEDEBUGDRAWERPARAMS_MAX_PLOT_RING_BUFFER)
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output.color = float4(1, 0, 0, 1);
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else
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output.color = float4(1, 1, 1, 1);
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return output;
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}
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float4 frag(VaryingsLine input) : SV_Target
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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return input.color;
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}
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#endif
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