r5sdk/r5dev/engine/debugoverlay.cpp
Kawe Mazidjatari ef69611435 Replace memalloc calls throughout entire SDK
Global 'direct' usage of 'MemAllocSingleton()' has been jettisoned. Where possible, smart pointers were used instead. During the refactor, the following bugs were addressed and fixed:
- The virtual destructor of 'CCVarIteratorInternal' was NOT called on destruction.
- Class function 'KeyValues::MakeCopy' did NOT calculate the buffer size of the wide string correctly, the original calculation was 'len+1*sizeof(wchar_t)', but should've been '(len+1)*sizeof(wchar_t)'.

Some other code changes include:
- Tier0 include 'memstd.h' has been moved above all thirdparty includes, to make sure the memalloc functions get shadowed with ours in third party libraries as well.
- RPak file paths string literals are now defines.
- 'DestroyOverlay' has been refactored to match the assembly of the game.
2023-06-26 22:34:24 +02:00

321 lines
9.5 KiB
C++

//============================================================================//
//
// Purpose: Debug interface functions
//
//============================================================================//
#include "core/stdafx.h"
#include "common/pseudodefs.h"
#include "tier0/memstd.h"
#include "tier0/basetypes.h"
#include "tier1/cvar.h"
#include "tier2/renderutils.h"
#include "engine/client/clientstate.h"
#include "engine/host_cmd.h"
#include "engine/debugoverlay.h"
#include "materialsystem/cmaterialsystem.h"
#include "mathlib/mathlib.h"
#ifndef CLIENT_DLL
#include "game/shared/ai_utility_shared.h"
#include "game/server/ai_network.h"
#endif // !CLIENT_DLL
//------------------------------------------------------------------------------
// Purpose: checks if overlay should be decayed
// Output : true to decay, false otherwise
//------------------------------------------------------------------------------
bool OverlayBase_t::IsDead() const
{
if (r_debug_overlay_nodecay->GetBool())
{
// Keep rendering the overlay if no-decay is set.
return false;
}
if (g_pClientState->IsPaused())
{
// Keep rendering the overlay if the client simulation is paused.
return false;
}
if (m_nCreationTick == -1)
{
if (m_nOverlayTick == -1)
{
if (m_flEndTime == NDEBUG_PERSIST_TILL_NEXT_SERVER)
{
return false;
}
return g_pClientState->GetClientTime() >= m_flEndTime;
}
else
{
return m_nOverlayTick < *g_nOverlayTickCount;
}
}
else
{
return m_nCreationTick < *g_nRenderTickCount;
}
}
//------------------------------------------------------------------------------
// Purpose: destroys the overlay
// Input : *pOverlay -
//------------------------------------------------------------------------------
void DestroyOverlay(OverlayBase_t* pOverlay)
{
EnterCriticalSection(s_OverlayMutex);
switch (pOverlay->m_Type)
{
case OverlayType_t::OVERLAY_BOX:
case OverlayType_t::OVERLAY_SPHERE:
case OverlayType_t::OVERLAY_LINE:
case OverlayType_t::OVERLAY_TRIANGLE:
case OverlayType_t::OVERLAY_BOX2:
case OverlayType_t::OVERLAY_CAPSULE:
case OverlayType_t::OVERLAY_UNK0:
delete pOverlay;
break;
// The laser line overlay, used for the smart pistol's guidance
// line, appears to be not deleted in this particular function.
// Its unclear whether or not something else takes care of this,
// research needed!!!
case OverlayType_t::OVERLAY_LASER_LINE:
break;
default:
Assert(0); // Code bug; invalid overlay type.
break;
}
LeaveCriticalSection(s_OverlayMutex);
}
//------------------------------------------------------------------------------
// Purpose: draws a generic overlay
// Input : *pOverlay -
//------------------------------------------------------------------------------
void DrawOverlay(OverlayBase_t* pOverlay)
{
EnterCriticalSection(s_OverlayMutex);
switch (pOverlay->m_Type)
{
case OverlayType_t::OVERLAY_BOX:
{
OverlayBox_t* pBox = static_cast<OverlayBox_t*>(pOverlay);
if (pBox->a < 1)
{
if (r_debug_overlay_invisible->GetBool())
{
pBox->a = 255;
}
else
{
LeaveCriticalSection(s_OverlayMutex);
return;
}
}
v_RenderBox(pBox->transforms.mat, pBox->mins, pBox->maxs, Color(pBox->r, pBox->g, pBox->b, pBox->a), !pBox->noDepthTest);
break;
}
case OverlayType_t::OVERLAY_SPHERE:
{
OverlaySphere_t* pSphere = static_cast<OverlaySphere_t*>(pOverlay);
if (pSphere->a < 1)
{
if (r_debug_overlay_invisible->GetBool())
{
pSphere->a = 255;
}
else
{
LeaveCriticalSection(s_OverlayMutex);
return;
}
}
if (r_debug_overlay_wireframe->GetBool())
{
v_RenderWireframeSphere(pSphere->vOrigin, pSphere->flRadius, pSphere->nTheta, pSphere->nPhi,
Color(pSphere->r, pSphere->g, pSphere->b, pSphere->a), r_debug_draw_depth_test->GetBool());
}
else
{
DebugDrawSphere(pSphere->vOrigin, pSphere->flRadius, Color(pSphere->r, pSphere->g, pSphere->b, pSphere->a), 16, r_debug_draw_depth_test->GetBool());
}
break;
}
case OverlayType_t::OVERLAY_LINE:
{
OverlayLine_t* pLine = static_cast<OverlayLine_t*>(pOverlay);
if (pLine->a < 1)
{
if (r_debug_overlay_invisible->GetBool())
{
pLine->a = 255;
}
else
{
LeaveCriticalSection(s_OverlayMutex);
return;
}
}
v_RenderLine(pLine->origin, pLine->dest, Color(pLine->r, pLine->g, pLine->b, pLine->a), !pLine->noDepthTest);
break;
}
case OverlayType_t::OVERLAY_TRIANGLE:
{
//printf("TRIANGLE %p\n", pOverlay);
break;
}
case OverlayType_t::OVERLAY_LASER_LINE:
{
OverlayLaserLine_t* pLaser = static_cast<OverlayLaserLine_t*>(pOverlay);
v_RenderLine(pLaser->start, pLaser->end, Color(pLaser->r, pLaser->g, pLaser->b, pLaser->a), !pLaser->noDepthTest);
break;
}
case OverlayType_t::OVERLAY_BOX2:
{
//printf("BOX2 %p\n", pOverlay);
break;
}
case OverlayType_t::OVERLAY_CAPSULE:
{
OverlayCapsule_t* pCapsule = static_cast<OverlayCapsule_t*>(pOverlay);
if (pCapsule->a < 1)
{
if (r_debug_overlay_invisible->GetBool())
{
pCapsule->a = 255;
}
else
{
LeaveCriticalSection(s_OverlayMutex);
return;
}
}
QAngle angles;
VectorAngles(pCapsule->end, pCapsule->start, angles);
AngleInverse(angles, angles);
DebugDrawCapsule(pCapsule->start, angles, pCapsule->radius, pCapsule->start.DistTo(pCapsule->end),
Color(pCapsule->r, pCapsule->g, pCapsule->b, pCapsule->a), r_debug_draw_depth_test->GetBool());
break;
}
case OverlayType_t::OVERLAY_UNK0:
{
//printf("UNK0 %p\n", pOverlay);
break;
}
case OverlayType_t::OVERLAY_UNK1:
{
//printf("UNK1 %p\n", pOverlay);
break;
}
}
LeaveCriticalSection(s_OverlayMutex);
}
//------------------------------------------------------------------------------
// Purpose : overlay drawing entrypoint
// Input : bRender - won't render anything if false
//------------------------------------------------------------------------------
void DrawAllOverlays(bool bRender)
{
EnterCriticalSection(s_OverlayMutex);
const bool bOverlayEnabled = (bRender && enable_debug_overlays->GetBool());
OverlayBase_t* pCurrOverlay = *s_pOverlays; // rdi
OverlayBase_t* pPrevOverlay = nullptr; // rsi
OverlayBase_t* pNextOverlay = nullptr; // rbx
while (pCurrOverlay)
{
if (pCurrOverlay->IsDead())
{
if (pPrevOverlay)
{
// If I had a last overlay reset it's next pointer
pPrevOverlay->m_pNextOverlay = pCurrOverlay->m_pNextOverlay;
}
else
{
// If the first line, reset the s_pOverlays pointer
*s_pOverlays = pCurrOverlay->m_pNextOverlay;
}
pNextOverlay = pCurrOverlay->m_pNextOverlay;
DestroyOverlay(pCurrOverlay);
pCurrOverlay = pNextOverlay;
}
else
{
bool bShouldDraw = false;
if (pCurrOverlay->m_nCreationTick == -1)
{
if (pCurrOverlay->m_nOverlayTick == *g_nOverlayTickCount)
{
// Draw overlay if unk0 == *overlay_tickcount
bShouldDraw = true;
}
if (pCurrOverlay->m_nOverlayTick == -1)
{
// Draw overlay if unk0 == -1
bShouldDraw = true;
}
}
else
{
bShouldDraw = pCurrOverlay->m_nCreationTick == *g_nRenderTickCount;
}
if (bOverlayEnabled && bShouldDraw)
{
if (bShouldDraw)
{
DrawOverlay(pCurrOverlay);
}
}
pPrevOverlay = pCurrOverlay;
pCurrOverlay = pCurrOverlay->m_pNextOverlay;
}
}
#ifndef CLIENT_DLL
if (bOverlayEnabled)
{
if (ai_script_nodes_draw->GetInt() > -1)
g_pAIUtility->DrawAIScriptNetwork(*g_pAINetwork);
if (navmesh_draw_bvtree->GetInt() > -1)
g_pAIUtility->DrawNavMeshBVTree();
if (navmesh_draw_portal->GetInt() > -1)
g_pAIUtility->DrawNavMeshPortals();
if (navmesh_draw_polys->GetInt() > -1)
g_pAIUtility->DrawNavMeshPolys();
if (navmesh_draw_poly_bounds->GetInt() > -1)
g_pAIUtility->DrawNavMeshPolyBoundaries();
}
#endif // !CLIENT_DLL
LeaveCriticalSection(s_OverlayMutex);
}
///////////////////////////////////////////////////////////////////////////////
void VDebugOverlay::Attach() const
{
DetourAttach(&v_DrawAllOverlays, &DrawAllOverlays);
}
void VDebugOverlay::Detach() const
{
DetourDetach(&v_DrawAllOverlays, &DrawAllOverlays);
}