2021-11-30 21:29:18 -06:00
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#include "debugdraw.h"
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#include "openglrender.h"
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#include "shader.h"
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2022-12-21 19:24:59 -06:00
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#include "log.h"
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2023-01-25 21:32:58 -06:00
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#include <assert.h>
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#include "debug.h"
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#include "window.h"
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#include "2dphysics.h"
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#include "stb_ds.h"
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static uint32_t circleVBO;
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static uint32_t circleVAO;
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static struct shader *circleShader;
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static uint32_t gridVBO;
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static uint32_t gridVAO;
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static struct shader *gridShader;
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static uint32_t rectVBO;
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static uint32_t rectVAO;
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static struct shader *rectShader;
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void debugdraw_init()
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{
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circleShader = MakeShader("circlevert.glsl", "circlefrag.glsl");
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shader_setUBO(circleShader, "Projection", 0);
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shader_setUBO(circleShader, "Resolution", 0);
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glGenBuffers(1, &circleVBO);
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glGenVertexArrays(1, &circleVAO);
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float gridverts[] = {
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-1.f, -1.f,
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1.f, -1.f,
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-1.f, 1.f,
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1.f, 1.f
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};
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gridShader = MakeShader("gridvert.glsl", "gridfrag.glsl");
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shader_setUBO(gridShader, "Projection", 0);
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glGenBuffers(1, &gridVBO);
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glGenVertexArrays(1, &gridVAO);
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glBindVertexArray(gridVAO);
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glBindBuffer(GL_ARRAY_BUFFER, gridVBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(gridverts), &gridverts, GL_STATIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, NULL);
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rectShader = MakeShader("linevert.glsl", "linefrag.glsl");
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shader_setUBO(rectShader, "Projection", 0);
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glGenBuffers(1, &rectVBO);
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glGenVertexArrays(1, &rectVAO);
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}
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void draw_line(int x1, int y1, int x2, int y2, float *color)
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{
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shader_use(rectShader);
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float verts[] = {
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x1, y1,
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x2, y2
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};
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draw_poly(verts, 2, color);
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}
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cpVect center_of_vects(cpVect *v, int n)
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{
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cpVect c;
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for (int i = 0; i < n; i++) {
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c.x += v[i].x;
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c.y += v[i].y;
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}
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c.x /= n;
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c.y /= n;
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return c;
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}
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float vecs2m(cpVect a, cpVect b)
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{
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return (b.y-a.y)/(b.x-a.x);
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}
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cpVect inflateline(cpVect a, cpVect b, float d)
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{
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cpVect c;
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float m = vecs2m(a, b);
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c.x = d/sqrt(1/(pow(m,2)+1));
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c.y = d/sqrt(1+pow(m,2));
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return c;
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}
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cpVect inflatepoint(cpVect a, cpVect b, cpVect c, float d)
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{
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cpVect ba = cpvnormalize(cpvsub(a,b));
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cpVect bc = cpvnormalize(cpvsub(c,b));
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cpVect avg = cpvadd(ba, bc);
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avg = cpvmult(avg, 0.5);
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float dot = cpvdot(ba, bc);
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dot /= cpvlength(ba);
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dot /= cpvlength(bc);
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float mid = acos(dot)/2;
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avg = cpvnormalize(avg);
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return cpvadd(b, cpvmult(avg, d/sin(mid)));
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}
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void inflatepoints(cpVect *r, cpVect *p, float d, int n)
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{ if (d == 0) {
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for (int i = 0; i < n; i++)
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r[i] = p[i];
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return;
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}
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if (cpveql(p[0], p[n-1])) {
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r[0] = inflatepoint(p[n-2],p[0],p[1],d);
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r[n-1] = r[0];
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} else {
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cpVect outdir = cpvmult(cpvnormalize(cpvsub(p[0],p[1])),fabs(d));
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cpVect perp;
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if (d > 0)
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perp = cpvperp(outdir);
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else
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perp = cpvrperp(outdir);
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r[0] = cpvadd(p[0],cpvadd(outdir,perp));
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outdir = cpvmult(cpvnormalize(cpvsub(p[n-1],p[n-2])),fabs(d));
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if (d > 0)
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perp = cpvrperp(outdir);
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else
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perp = cpvperp(outdir);
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r[n-1] = cpvadd(p[n-1],cpvadd(outdir,perp));
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}
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for (int i = 0; i < n-2; i++)
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r[i+1] = inflatepoint(p[i],p[i+1],p[i+2], d);
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}
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void draw_edge(cpVect *points, int n, float *color, int thickness)
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{
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static_assert(sizeof(cpVect) == 2*sizeof(float));
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shader_use(rectShader);
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shader_setvec3(rectShader, "linecolor", color);
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if (thickness <= 1) {
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shader_setfloat(rectShader, "alpha", 1.f);
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glBindBuffer(GL_ARRAY_BUFFER, rectVBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float) * n * 2, points, GL_DYNAMIC_DRAW);
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glBindVertexArray(rectVAO);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, NULL);
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shader_setfloat(rectShader, "alpha", 1.f);
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glDrawArrays(GL_LINE_STRIP, 0, n);
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} else {
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shader_setfloat(rectShader, "alpha", 0.1f);
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thickness /= 2;
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glBindBuffer(GL_ARRAY_BUFFER, rectVBO);
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glBindVertexArray(rectVAO);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, NULL);
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cpVect inflate_out[n];
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cpVect inflate_in[n];
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inflatepoints(inflate_out, points, thickness, n);
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inflatepoints(inflate_in, points, -thickness, n);
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cpVect interleaved[n*2];
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for (int i = 0; i < n; i++) {
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interleaved[i*2] = inflate_in[i];
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interleaved[i*2+1] = inflate_out[i];
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}
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glBufferData(GL_ARRAY_BUFFER, sizeof(interleaved), interleaved, GL_DYNAMIC_DRAW);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, n*2);
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shader_setfloat(rectShader, "alpha", 1.f);
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cpVect inlined[n*2];
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for (int i = 0; i < n; i++)
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inlined[i] = inflate_out[n-1-i];
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memcpy(inlined+n,inflate_in,sizeof(inflate_in));
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glBufferData(GL_ARRAY_BUFFER,sizeof(inlined),inlined,GL_DYNAMIC_DRAW);
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glDrawArrays(GL_LINE_LOOP,0,n*2);
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}
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}
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void draw_circle(int x, int y, float radius, int pixels, float *color, int fill)
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{
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shader_use(circleShader);
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float verts[] = {
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x - radius, y - radius, -1, -1,
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x + radius, y - radius, 1, -1,
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x - radius, y + radius, -1, 1,
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x + radius, y + radius, 1, 1
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};
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glBindBuffer(GL_ARRAY_BUFFER, circleVBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(verts), verts, GL_DYNAMIC_DRAW);
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shader_setfloat(circleShader, "radius", radius);
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shader_setint(circleShader, "thickness", pixels);
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shader_setvec3(circleShader, "dbgColor", color);
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shader_setbool(circleShader, "fill", fill);
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shader_setfloat(circleShader, "zoom", cam_zoom());
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glBindVertexArray(circleVAO);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, NULL);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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}
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void draw_rect(int x, int y, int w, int h, float *color)
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{
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float hw = w / 2.f;
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float hh = h / 2.f;
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float verts[] = {
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x - hw, y - hh,
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x + hw, y - hh,
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x + hw, y + hh,
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x - hw, y + hh
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};
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draw_poly(verts, 4, color);
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}
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void draw_box(struct cpVect c, struct cpVect wh, struct color color)
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{
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float col[3] = {(float)color.r/255, (float)color.g/255, (float)color.b/255};
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draw_rect(c.x, c.y, wh.x, wh.y, col);
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}
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void draw_grid(int width, int span)
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{
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shader_use(gridShader);
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shader_setint(gridShader, "thickness", width);
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shader_setint(gridShader, "span", span);
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cpVect offset = cam_pos();
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offset = cpvmult(offset, 1/cam_zoom());
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offset.x -= mainwin->width/2;
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offset.y -= mainwin->height/2;
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shader_setvec2(gridShader, "offset", &offset);
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glBindVertexArray(gridVAO);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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}
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void draw_point(int x, int y, float r, float *color)
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{
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shader_use(circleShader);
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float verts[] = { x, y };
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glBindBuffer(GL_ARRAY_BUFFER, circleVBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(verts), verts, GL_DYNAMIC_DRAW);
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glPointSize(r);
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glBindVertexArray(circleVAO);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, NULL);
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glDrawArrays(GL_POINTS, 0, 4);
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}
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void draw_cppoint(struct cpVect point, float r)
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{
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float white[3] = {1.f, 1.f, 1.f};
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draw_point(point.x, point.y, r, white);
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}
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void draw_points(struct cpVect *points, int n, float size, float *color)
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{
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for (int i = 0; i < n; i++)
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draw_point(points[i].x, points[i].y, size, color);
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}
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void draw_poly(float *points, int n, float *color)
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{
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shader_use(rectShader);
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shader_setvec3(rectShader, "linecolor", color);
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glBindBuffer(GL_ARRAY_BUFFER, rectVBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float) * n * 2, points, GL_DYNAMIC_DRAW);
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glBindVertexArray(rectVAO);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, NULL);
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shader_setfloat(rectShader, "alpha", 0.1f);
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glDrawArrays(GL_POLYGON, 0, n);
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shader_setfloat(rectShader, "alpha", 1.f);
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glDrawArrays(GL_LINE_LOOP, 0, n);
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}
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void draw_polyvec(cpVect *points, int n, float *color)
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{
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float drawvec[n*2];
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for (int i = 0; i < n; i++) {
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drawvec[i*2] = points[i].x;
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drawvec[i*2+1] = points[i].y;
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}
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draw_poly(drawvec, n, color);
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}
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2021-11-30 21:29:18 -06:00
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void debugdraw_flush()
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{
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}
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