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Add debug mode that shows mesh buffer bounding boxes

This commit is contained in:
sfan5 2025-01-02 11:18:37 +01:00
parent 9554e3d43a
commit 4e2ca05f08
8 changed files with 70 additions and 46 deletions

View file

@ -490,13 +490,19 @@ void CSceneManager::drawAll()
// let all nodes register themselves
OnRegisterSceneNode();
const auto &render_node = [this] (ISceneNode *node) {
u32 flags = node->isDebugDataVisible();
node->setDebugDataVisible((flags & DebugDataMask) | DebugDataBits);
node->render();
};
// render camera scenes
{
CurrentRenderPass = ESNRP_CAMERA;
Driver->getOverrideMaterial().Enabled = ((Driver->getOverrideMaterial().EnablePasses & CurrentRenderPass) != 0);
for (auto *node : CameraList)
node->render();
render_node(node);
CameraList.clear();
}
@ -507,7 +513,7 @@ void CSceneManager::drawAll()
Driver->getOverrideMaterial().Enabled = ((Driver->getOverrideMaterial().EnablePasses & CurrentRenderPass) != 0);
for (auto *node : SkyBoxList)
node->render();
render_node(node);
SkyBoxList.clear();
}
@ -520,7 +526,7 @@ void CSceneManager::drawAll()
std::sort(SolidNodeList.begin(), SolidNodeList.end());
for (auto &it : SolidNodeList)
it.Node->render();
render_node(it.Node);
SolidNodeList.clear();
}
@ -533,7 +539,7 @@ void CSceneManager::drawAll()
std::sort(TransparentNodeList.begin(), TransparentNodeList.end());
for (auto &it : TransparentNodeList)
it.Node->render();
render_node(it.Node);
TransparentNodeList.clear();
}
@ -546,7 +552,7 @@ void CSceneManager::drawAll()
std::sort(TransparentEffectNodeList.begin(), TransparentEffectNodeList.end());
for (auto &it : TransparentEffectNodeList)
it.Node->render();
render_node(it.Node);
TransparentEffectNodeList.clear();
}
@ -557,7 +563,7 @@ void CSceneManager::drawAll()
Driver->getOverrideMaterial().Enabled = ((Driver->getOverrideMaterial().EnablePasses & CurrentRenderPass) != 0);
for (auto *node : GuiNodeList)
node->render();
render_node(node);
GuiNodeList.clear();
}