prosperon/source/engine/debug/debugdraw.c

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#include "debugdraw.h"
#include "openglrender.h"
#include "shader.h"
static uint32_t circleVBO;
static uint32_t circleVAO;
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static struct shader *circleShader;
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static uint32_t gridVBO;
static uint32_t gridVAO;
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static struct shader *gridShader;
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static uint32_t rectVBO;
static uint32_t rectVAO;
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static struct shader *rectShader;
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void debugdraw_init()
{
circleShader = MakeShader("circlevert.glsl", "circlefrag.glsl");
shader_setUBO(circleShader, "Projection", 0);
glGenBuffers(1, &circleVBO);
glGenVertexArrays(1, &circleVAO);
float gridverts[] = {
-1.f, -1.f,
1.f, -1.f,
-1.f, 1.f,
1.f, 1.f
};
gridShader = MakeShader("gridvert.glsl", "gridfrag.glsl");
shader_setUBO(gridShader, "Projection", 0);
glGenBuffers(1, &gridVBO);
glGenVertexArrays(1, &gridVAO);
glBindVertexArray(gridVAO);
glBindBuffer(GL_ARRAY_BUFFER, gridVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(gridverts), &gridverts, GL_STATIC_DRAW);
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glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, NULL);
rectShader = MakeShader("linevert.glsl", "linefrag.glsl");
shader_setUBO(rectShader, "Projection", 0);
glGenBuffers(1, &rectVBO);
glGenVertexArrays(1, &rectVAO);
}
void draw_line(int x1, int y1, int x2, int y2)
{
shader_use(rectShader);
float verts[] = {
x1, y1,
x2, y2
};
draw_poly(verts, 2);
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}
void draw_edge(float *points, int n)
{
draw_poly(points, n);
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}
void draw_circle(int x, int y, float radius, int pixels)
{
shader_use(circleShader);
float verts[] = {
x - radius, y - radius,
x + radius, y - radius,
x - radius, y + radius,
x + radius, y + radius,
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};
glBindBuffer(GL_ARRAY_BUFFER, circleVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(verts), &verts, GL_DYNAMIC_DRAW);
shader_setfloat(circleShader, "radius", radius);
shader_setint(circleShader, "thickness", pixels);
glBindVertexArray(circleVAO);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, NULL);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
void draw_rect(int x, int y, int w, int h)
{
float hw = w / 2.f;
float hh = h / 2.f;
float verts[] = {
x - hw, y - hh,
x + hw, y - hh,
x + hw, y + hh,
x - hw, y + hh
};
draw_poly(verts, 4);
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}
void draw_grid(int width, int span)
{
shader_use(gridShader);
shader_setint(gridShader, "thickness", width);
shader_setint(gridShader, "span", span);
glBindVertexArray(gridVAO);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
void draw_point(int x, int y, float r)
{
draw_circle(x, y, r, r);
}
void draw_poly(float *points, int n)
{
shader_use(rectShader);
glBindBuffer(GL_ARRAY_BUFFER, rectVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * n * 2, points, GL_DYNAMIC_DRAW);
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glBindVertexArray(rectVAO);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, NULL);
glDrawArrays(GL_LINE_LOOP, 0, n);
}
void debugdraw_flush()
{
}