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1 change: 1 addition & 0 deletions CMakeLists.txt
Original file line number Diff line number Diff line change
Expand Up @@ -182,6 +182,7 @@ option(NBL_FAST_MATH "Enable fast low-precision math" ON)
option(NBL_BUILD_EXAMPLES "Enable building examples" ON)
option(NBL_BUILD_MITSUBA_LOADER "Enable nbl::ext::MitsubaLoader?" OFF) # TODO: once it compies turn this ON by default!
option(NBL_BUILD_IMGUI "Enable nbl::ext::ImGui?" ON)
option(NBL_BUILD_DEBUG_DRAW "Enable Nabla Debug Draw extension?" OFF)

option(NBL_BUILD_OPTIX "Enable nbl::ext::OptiX?" OFF)
if(NBL_COMPILE_WITH_CUDA)
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2 changes: 2 additions & 0 deletions include/nbl/config/BuildConfigOptions.h.in
Original file line number Diff line number Diff line change
Expand Up @@ -65,6 +65,8 @@

#cmakedefine _NBL_BUILD_DPL_

#cmakedefine NBL_BUILD_DEBUG_DRAW

// TODO: This has to disapppear from the main header and go to the OptiX extension header + config
#cmakedefine OPTIX_INCLUDE_DIR "@OPTIX_INCLUDE_DIR@"

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94 changes: 94 additions & 0 deletions include/nbl/ext/DebugDraw/CDrawAABB.h
Original file line number Diff line number Diff line change
@@ -0,0 +1,94 @@
// Copyright (C) 2018-2025 - DevSH Graphics Programming Sp. z O.O.
// This file is part of the "Nabla Engine".
// For conditions of distribution and use, see copyright notice in nabla.h

#ifndef _NBL_EXT_DRAW_AABB_H_
#define _NBL_EXT_DRAW_AABB_H_

#include "nbl/video/declarations.h"
#include "nbl/builtin/hlsl/cpp_compat.hlsl"
#include "nbl/builtin/hlsl/shapes/aabb.hlsl"
#include "nbl/ext/DebugDraw/builtin/hlsl/common.hlsl"

namespace nbl::ext::debug_draw
{
class DrawAABB final : public core::IReferenceCounted
{
public:
static constexpr inline uint32_t IndicesCount = 24u;
static constexpr inline uint32_t VerticesCount = 8u;

enum DrawMode : uint16_t
{
ADM_DRAW_SINGLE = 0b01,
ADM_DRAW_BATCH = 0b10,
ADM_DRAW_BOTH = 0b11
};

struct SCachedCreationParameters
{
using streaming_buffer_t = video::StreamingTransientDataBufferST<core::allocator<uint8_t>>;

static constexpr inline auto RequiredAllocateFlags = core::bitflag<video::IDeviceMemoryAllocation::E_MEMORY_ALLOCATE_FLAGS>(video::IDeviceMemoryAllocation::EMAF_DEVICE_ADDRESS_BIT);
static constexpr inline auto RequiredUsageFlags = core::bitflag(asset::IBuffer::EUF_STORAGE_BUFFER_BIT) | asset::IBuffer::EUF_SHADER_DEVICE_ADDRESS_BIT;

DrawMode drawMode = ADM_DRAW_BOTH;

core::smart_refctd_ptr<video::IUtilities> utilities;

//! optional, default MDI buffer allocated if not provided
core::smart_refctd_ptr<streaming_buffer_t> streamingBuffer = nullptr;
};

struct SCreationParameters : SCachedCreationParameters
{
video::IQueue* transfer = nullptr;
core::smart_refctd_ptr<asset::IAssetManager> assetManager = nullptr;

core::smart_refctd_ptr<video::IGPUPipelineLayout> singlePipelineLayout;
core::smart_refctd_ptr<video::IGPUPipelineLayout> batchPipelineLayout;
core::smart_refctd_ptr<video::IGPURenderpass> renderpass = nullptr;
};

// creates an instance that can draw one AABB via push constant or multiple using streaming buffer
static core::smart_refctd_ptr<DrawAABB> create(SCreationParameters&& params);

// creates pipeline layout from push constant range
static core::smart_refctd_ptr<video::IGPUPipelineLayout> createPipelineLayoutFromPCRange(video::ILogicalDevice* device, const asset::SPushConstantRange& pcRange);

// creates default pipeline layout for streaming version
static core::smart_refctd_ptr<video::IGPUPipelineLayout> createDefaultPipelineLayout(video::ILogicalDevice* device);

//! mounts the extension's archive to given system - useful if you want to create your own shaders with common header included
static const core::smart_refctd_ptr<system::IFileArchive> mount(core::smart_refctd_ptr<system::ILogger> logger, system::ISystem* system, const std::string_view archiveAlias = "");

inline const SCachedCreationParameters& getCreationParameters() const { return m_cachedCreationParams; }

// records draw command for single AABB, user has to set pipeline outside
bool renderSingle(video::IGPUCommandBuffer* commandBuffer, const hlsl::shapes::AABB<3, float>& aabb, const hlsl::float32_t4& color, const hlsl::float32_t4x4& cameraMat);

bool render(video::IGPUCommandBuffer* commandBuffer, video::ISemaphore::SWaitInfo waitInfo, std::span<const InstanceData> aabbInstances, const hlsl::float32_t4x4& cameraMat);

static hlsl::float32_t4x4 getTransformFromAABB(const hlsl::shapes::AABB<3, float>& aabb);

protected:
DrawAABB(SCreationParameters&& _params, core::smart_refctd_ptr<video::IGPUGraphicsPipeline> singlePipeline, core::smart_refctd_ptr<video::IGPUGraphicsPipeline> batchPipeline,
core::smart_refctd_ptr<video::IGPUBuffer> indicesBuffer);
~DrawAABB() override;

private:
static bool validateCreationParameters(SCreationParameters& params);
static core::smart_refctd_ptr<video::IGPUGraphicsPipeline> createPipeline(SCreationParameters& params, const video::IGPUPipelineLayout* pipelineLayout, const std::string& vsPath, const std::string& fsPath);
static bool createStreamingBuffer(SCreationParameters& params);
static core::smart_refctd_ptr<video::IGPUBuffer> createIndicesBuffer(SCreationParameters& params);

core::smart_refctd_ptr<video::IGPUBuffer> m_indicesBuffer;

SCachedCreationParameters m_cachedCreationParams;

core::smart_refctd_ptr<video::IGPUGraphicsPipeline> m_singlePipeline;
core::smart_refctd_ptr<video::IGPUGraphicsPipeline> m_batchPipeline;
};
}

#endif
Original file line number Diff line number Diff line change
@@ -0,0 +1,13 @@
#pragma shader_stage(fragment)

#include "common.hlsl"

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nbl/ext/DebugDraw/builtin/hlsl/common.hlsl is preferred

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I think it's related to something wacky with the builtin resources but the full path doesn't work with embedded builtin resources on. I think it's the same with the imgui extension:

#include "common.hlsl"
#include "psinput.hlsl"


using namespace nbl::ext::debug_draw;

[shader("pixel")]
float32_t4 main(PSInput input) : SV_TARGET
{
float32_t4 outColor = input.color;

return outColor;
}
35 changes: 35 additions & 0 deletions include/nbl/ext/DebugDraw/builtin/hlsl/aabb_instances.vertex.hlsl
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@@ -0,0 +1,35 @@
#pragma shader_stage(vertex)

#include "nbl/builtin/hlsl/math/linalg/fast_affine.hlsl"
#include "nbl/builtin/hlsl/glsl_compat/core.hlsl"
#include "nbl/builtin/hlsl/bda/__ptr.hlsl"
#include "common.hlsl"

using namespace nbl::hlsl;
using namespace nbl::ext::debug_draw;

[[vk::push_constant]] SPushConstants pc;

[shader("vertex")]
PSInput main()
{
const float32_t3 unitAABBVertices[8] = {
float32_t3(0.0, 0.0, 0.0),
float32_t3(1.0, 0.0, 0.0),
float32_t3(0.0, 0.0, 1.0),
float32_t3(1.0, 0.0, 1.0),
float32_t3(0.0, 1.0, 0.0),
float32_t3(1.0, 1.0, 0.0),
float32_t3(0.0, 1.0, 1.0),
float32_t3(1.0, 1.0, 1.0)
};

PSInput output;
float32_t3 vertex = unitAABBVertices[glsl::gl_VertexIndex()];
InstanceData instance = vk::BufferPointer<InstanceData>(pc.pInstanceBuffer + sizeof(InstanceData) * glsl::gl_InstanceIndex()).Get();

output.position = math::linalg::promoted_mul(instance.transform, vertex);
output.color = instance.color;

return output;
}
40 changes: 40 additions & 0 deletions include/nbl/ext/DebugDraw/builtin/hlsl/common.hlsl
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@@ -0,0 +1,40 @@
#ifndef _NBL_DEBUG_DRAW_EXT_COMMON_HLSL
#define _NBL_DEBUG_DRAW_EXT_COMMON_HLSL

#include "nbl/builtin/hlsl/cpp_compat.hlsl"

namespace nbl
{
namespace ext
{
namespace debug_draw
{

struct InstanceData
{
hlsl::float32_t4x4 transform;
hlsl::float32_t4 color;
};

struct SSinglePushConstants
{
InstanceData instance;
};

struct SPushConstants
{
uint64_t pInstanceBuffer;
};

#ifdef __HLSL_VERSION
struct PSInput
{
float32_t4 position : SV_Position;
float32_t4 color : TEXCOORD0;

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why are you using HW attributes for color? the color is per-instance

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ah these are Vx-Px inter-stage shenanigans, I'll allow, make sure you label color flat though

};
#endif

}
}
}
#endif
34 changes: 34 additions & 0 deletions include/nbl/ext/DebugDraw/builtin/hlsl/single.vertex.hlsl
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@@ -0,0 +1,34 @@
#pragma shader_stage(vertex)

#include "nbl/builtin/hlsl/math/linalg/fast_affine.hlsl"
#include "nbl/builtin/hlsl/glsl_compat/core.hlsl"
#include "nbl/builtin/hlsl/bda/__ptr.hlsl"
#include "common.hlsl"

using namespace nbl::hlsl;
using namespace nbl::ext::debug_draw;

[[vk::push_constant]] SSinglePushConstants pc;

[shader("vertex")]
PSInput main()
{
const float32_t3 unitAABBVertices[8] = {
float32_t3(0.0, 0.0, 0.0),
float32_t3(1.0, 0.0, 0.0),
float32_t3(0.0, 0.0, 1.0),
float32_t3(1.0, 0.0, 1.0),
float32_t3(0.0, 1.0, 0.0),
float32_t3(1.0, 1.0, 0.0),
float32_t3(0.0, 1.0, 1.0),
float32_t3(1.0, 1.0, 1.0)
};

PSInput output;
float32_t3 vertex = unitAABBVertices[glsl::gl_VertexIndex()];

output.position = math::linalg::promoted_mul(pc.instance.transform, vertex);
output.color = pc.instance.color;

return output;
}
12 changes: 12 additions & 0 deletions src/nbl/ext/CMakeLists.txt
Original file line number Diff line number Diff line change
Expand Up @@ -54,6 +54,18 @@ if(NBL_BUILD_TEXT_RENDERING)
add_subdirectory(TextRendering)
endif()

if(NBL_BUILD_DEBUG_DRAW)
add_subdirectory(DebugDraw)
set(NBL_EXT_DEBUG_DRAW_INCLUDE_DIRS
${NBL_EXT_DEBUG_DRAW_INCLUDE_DIRS}
PARENT_SCOPE
)
set(NBL_EXT_DEBUG_DRAW_LIB
${NBL_EXT_DEBUG_DRAW_LIB}
PARENT_SCOPE
)
endif()

propagate_changed_variables_to_parent_scope()

NBL_ADJUST_FOLDERS(ext)
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