Fix #307 and SHDebugDraw::WireCapsule is now made static #310
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@ -104,6 +104,10 @@ namespace SHADE
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auto subPass = renderGraph->GetNode("Debug Draw")->GetSubpass("Debug Draw");
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subPass->AddExteriorDrawCalls([this](Handle<SHVkCommandBuffer> cmdBuffer, Handle<SHRenderer> renderer, uint32_t frameIndex)
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{
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// Set line width first
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cmdBuffer->SetLineWidth(LineWidth);
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// Draw
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const uint32_t FRAME_IDX = gfxSystem->GetCurrentFrameIndex();
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cmdBuffer->BeginLabeledSegment("SHDebugDraw (No Depth Test)");
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{
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@ -128,6 +132,10 @@ namespace SHADE
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auto subPassWithDepth = renderGraph->GetNode("Debug Draw with Depth")->GetSubpass("Debug Draw with Depth");
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subPassWithDepth->AddExteriorDrawCalls([this](Handle<SHVkCommandBuffer> cmdBuffer, Handle<SHRenderer> renderer, uint32_t frameIndex)
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{
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// Set line width first
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cmdBuffer->SetLineWidth(LineWidth);
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// Draw
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const uint32_t FRAME_IDX = gfxSystem->GetCurrentFrameIndex();
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cmdBuffer->BeginLabeledSegment("SHDebugDraw (Depth Tested)");
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{
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@ -506,7 +514,6 @@ namespace SHADE
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if (batch.NumPoints[frameIndex] > 0)
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{
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cmdBuffer->BindPipeline(batch.Pipeline);
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cmdBuffer->SetLineWidth(LineWidth);
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cmdBuffer->BindVertexBuffer(0, batch.VertexBuffers[frameIndex], 0);
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cmdBuffer->DrawArrays(batch.NumPoints[frameIndex], 1, 0, 0);
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}
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@ -205,7 +205,7 @@ namespace SHADE
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/// <param name="color"></param>
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/// <param name="color">Colour to draw with.</param>
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/// <param name="depthTested">Whether or not drawn object will be occluded.</param>
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void WireCapsule(const SHVec3& position, const SHQuaternion& rotation, float height, float radius, const SHColour& color = SHColour::WHITE, bool depthTested = false);
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static void WireCapsule(const SHVec3& position, const SHQuaternion& rotation, float height, float radius, const SHColour& color = SHColour::WHITE, bool depthTested = false);
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/*---------------------------------------------------------------------------------*/
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/* Persistent Draw Function Class "Folder" */
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@ -388,7 +388,7 @@ namespace SHADE
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/// <param name="color"></param>
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/// <param name="color">Colour to draw with.</param>
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/// <param name="depthTested">Whether or not drawn object will be occluded.</param>
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void WireCapsule(const SHVec3& position, const SHQuaternion& rotation, float height, float radius, const SHColour& color = SHColour::WHITE, bool depthTested = false);
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static void WireCapsule(const SHVec3& position, const SHQuaternion& rotation, float height, float radius, const SHColour& color = SHColour::WHITE, bool depthTested = false);
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/// <summary>
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/// Clears any persistent drawn debug primitives.
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/// </summary>
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Reference in New Issue