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CnC_Renegade/Code/ww3d2/dx8rendererdebugger.cpp

132 lines
3 KiB
C++

/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "dx8rendererdebugger.h"
#include "hashtemplate.h"
#include "mesh.h"
#include "meshmdl.h"
static HashTemplateClass<unsigned, MeshClass*> MeshHash;
bool DX8RendererDebugger::Enabled;
void DX8RendererDebugger::Enable(bool enable)
{
Enabled=true;
}
void DX8RendererDebugger::Get_String(StringClass& s)
{
if (!Enabled) {
s="";
return;
}
s="\n\n\n\n";
int cnt=0;
HashTemplateIterator<unsigned,MeshClass*> ite(MeshHash);
for (ite.First();!ite.Is_Done();ite.Next()) {
StringClass tmp(0,true);
MeshClass* mesh=ite.Peek_Value();
MeshModelClass* mmc=mesh->Peek_Model();
int polys=0;
int verts=0;
if (mmc) {
polys=mmc->Get_Polygon_Count();
verts=mmc->Get_Vertex_Count();
}
tmp.Format("id: %5.5d mesh: %s %d polys, %d verts",
ite.Peek_Key(),
mesh->Get_Name(),
polys,
verts);
s+=tmp;
if (mesh->Is_Disabled_By_Debugger()) {
s+=" (disabled)\n";
}
else {
s+="\n";
}
cnt++;
if (cnt>20) break;
}
}
void DX8RendererDebugger::Update()
{
// Release references to all meshes and empty the hash
HashTemplateIterator<unsigned,MeshClass*> ite(MeshHash);
for (ite.First();!ite.Is_Done();ite.Next()) {
ite.Peek_Value()->Release_Ref();
}
MeshHash.Remove_All();
// if (!Enabled) return;
}
#ifdef WWDEBUG
void DX8RendererDebugger::Add_Mesh(MeshClass* mesh)
{
if (!Enabled) return;
// Don't insert the same mesh twice
if (MeshHash.Get(mesh->Get_Debug_Id())) return;
mesh->Add_Ref();
MeshHash.Insert(mesh->Get_Debug_Id(),mesh);
}
#endif
void DX8RendererDebugger::Disable_Mesh(unsigned id)
{
if (!Enabled) return;
MeshClass* mesh=MeshHash.Get(id);
if (!mesh) return;
mesh->Set_Debugger_Disable(true);
}
void DX8RendererDebugger::Enable_Mesh(unsigned id)
{
if (!Enabled) return;
MeshClass* mesh=MeshHash.Get(id);
if (!mesh) return;
mesh->Set_Debugger_Disable(false);
}
void DX8RendererDebugger::Disable_All()
{
if (!Enabled) return;
HashTemplateIterator<unsigned,MeshClass*> ite(MeshHash);
for (ite.First();!ite.Is_Done();ite.Next()) {
ite.Peek_Value()->Set_Debugger_Disable(true);
}
}
void DX8RendererDebugger::Enable_All()
{
if (!Enabled) return;
HashTemplateIterator<unsigned,MeshClass*> ite(MeshHash);
for (ite.First();!ite.Is_Done();ite.Next()) {
ite.Peek_Value()->Set_Debugger_Disable(false);
}
}