Add some debug rendering options. (#4950)
* [WIP] Adding rendering options Signed-off-by: rhhong <rhhong@amazon.com> * code review feedback. Also add the renderflag as qsettings. Signed-off-by: rhhong <rhhong@amazon.com> * fix broken test Signed-off-by: rhhong <rhhong@amazon.com> * fix linux build Signed-off-by: rhhong <rhhong@amazon.com>
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@@ -53,6 +53,7 @@ namespace AZ
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class SkinnedMeshInputBuffers;
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class MeshFeatureProcessorInterface;
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class AtomActor;
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class AtomActorDebugDraw;
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//! Render node for managing and rendering actor instances. Each Actor Component
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//! creates an ActorRenderNode. The render node is responsible for drawing meshes and
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@@ -85,8 +86,8 @@ namespace AZ
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// RenderActorInstance overrides ...
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void OnTick(float timeDelta) override;
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void DebugDraw(const EMotionFX::ActorRenderFlagBitset& renderFlags);
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void UpdateBounds() override;
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void DebugDraw(const DebugOptions& debugOptions) override;
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void SetMaterials(const EMotionFX::Integration::ActorAsset::MaterialList& materialPerLOD) override { AZ_UNUSED(materialPerLOD); };
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void SetSkinningMethod(EMotionFX::Integration::SkinningMethod emfxSkinningMethod) override;
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SkinningMethod GetAtomSkinningMethod() const;
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@@ -184,12 +185,8 @@ namespace AZ
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void InitWrinkleMasks();
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void UpdateWrinkleMasks();
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// Helper and debug geometry rendering
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void RenderSkeleton(RPI::AuxGeomDraw* auxGeom);
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void RenderEMFXDebugDraw(RPI::AuxGeomDraw* auxGeom);
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RPI::AuxGeomFeatureProcessorInterface* m_auxGeomFeatureProcessor = nullptr;
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AZStd::vector<AZ::Vector3> m_auxVertices;
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AZStd::vector<AZ::Color> m_auxColors;
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// Debug geometry rendering
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AZStd::unique_ptr<AtomActorDebugDraw> m_atomActorDebugDraw;
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AZStd::intrusive_ptr<AZ::Render::SkinnedMeshInputBuffers> m_skinnedMeshInputBuffers = nullptr;
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AZStd::intrusive_ptr<SkinnedMeshInstance> m_skinnedMeshInstance;
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