prosperon/source/engine/debug/debugdraw.c

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#include "debugdraw.h"
#include "openglrender.h"
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#include "render.h"
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#include "yugine.h"
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#include "shader.h"
#include "log.h"
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#include <assert.h>
#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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#include "sokol/sokol_gfx.h"
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#define PAR_STREAMLINES_IMPLEMENTATION
#include "par/par_streamlines.h"
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#include "font.h"
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#define v_amt 1000
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static sg_shader point_shader;
static sg_pipeline point_pipe;
static sg_bindings point_bind;
struct point_vertex {
cpVect pos;
struct rgba color;
float radius;
};
static int point_c = 0;
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static struct point_vertex point_b[v_amt];
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static sg_shader line_shader;
static sg_pipeline line_pipe;
static sg_bindings line_bind;
struct line_vert {
cpVect pos;
float dist;
struct rgba color;
float seg_len;
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float seg_speed;
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};
static int line_c = 0;
static int line_v = 0;
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static struct line_vert line_b[v_amt];
static uint16_t line_bi[v_amt];
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static sg_pipeline grid_pipe;
static sg_bindings grid_bind;
static sg_shader grid_shader;
static int grid_c = 0;
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static sg_pipeline poly_pipe;
static sg_bindings poly_bind;
static sg_shader poly_shader;
static int poly_c = 0;
static int poly_v = 0;
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struct poly_vertex {
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cpVect pos;
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float uv[2];
struct rgba color;
};
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static struct poly_vertex poly_b[v_amt];
static uint32_t poly_bi[v_amt];
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static sg_pipeline circle_pipe;
static sg_bindings circle_bind;
static sg_shader csg;
static int circle_count = 0;
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struct circle_vertex {
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cpVect pos;
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float radius;
struct rgba color;
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float segsize;
float fill;
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};
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static struct circle_vertex circle_b[v_amt];
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void debug_flush()
{
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if (poly_c != 0) {
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sg_apply_pipeline(poly_pipe);
sg_apply_bindings(&poly_bind);
sg_apply_uniforms(SG_SHADERSTAGE_VS,0,SG_RANGE_REF(projection));
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sg_update_buffer(poly_bind.vertex_buffers[0], &(sg_range){
.ptr = poly_b, .size = sizeof(struct poly_vertex)*poly_v});
sg_update_buffer(poly_bind.index_buffer, &(sg_range){
.ptr = poly_bi, .size = sizeof(uint32_t)*poly_c});
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sg_draw(0,poly_c,1);
poly_c = 0;
poly_v = 0;
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}
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if (point_c != 0) {
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sg_apply_pipeline(point_pipe);
sg_apply_bindings(&point_bind);
sg_apply_uniforms(SG_SHADERSTAGE_VS,0,SG_RANGE_REF(projection));
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sg_update_buffer(point_bind.vertex_buffers[0], &(sg_range){
.ptr = point_b,
.size = sizeof(struct point_vertex)*point_c});
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sg_draw(0,point_c,1);
point_c = 0;
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}
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if (line_c != 0) {
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sg_apply_pipeline(line_pipe);
sg_apply_bindings(&line_bind);
sg_apply_uniforms(SG_SHADERSTAGE_VS,0,SG_RANGE_REF(projection));
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float time = lastTick;
sg_range tr = {
.ptr = &time,
.size = sizeof(float)
};
sg_apply_uniforms(SG_SHADERSTAGE_FS,0,&tr);
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sg_update_buffer(line_bind.vertex_buffers[0], &(sg_range){
.ptr = line_b, .size = sizeof(struct line_vert)*line_v});
sg_update_buffer(line_bind.index_buffer, &(sg_range){
.ptr = line_bi, .size = sizeof(uint16_t)*line_c});
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sg_draw(0,line_c,1);
line_c = 0;
line_v = 0;
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}
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if (circle_count != 0) {
sg_apply_pipeline(circle_pipe);
sg_apply_bindings(&circle_bind);
sg_apply_uniforms(SG_SHADERSTAGE_VS, 0, SG_RANGE_REF(projection));
sg_update_buffer(circle_bind.vertex_buffers[0], &(sg_range){
.ptr = circle_b,
.size = sizeof(struct circle_vertex)*circle_count
});
sg_draw(0,4,circle_count);
circle_count = 0;
}
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}
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static sg_shader_uniform_block_desc projection_ubo = {
.size = sizeof(projection),
.uniforms = {
[0] = { .name = "proj", .type = SG_UNIFORMTYPE_MAT4 },
}
};
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static sg_shader_uniform_block_desc time_ubo = {
.size = sizeof(float),
.uniforms = {
[0] = { .name = "time", .type = SG_UNIFORMTYPE_FLOAT },
}
};
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void debugdraw_init()
{
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point_shader = sg_compile_shader("shaders/point_v.glsl", "shaders/point_f.glsl", &(sg_shader_desc){
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.vs.uniform_blocks[0] = projection_ubo
});
point_pipe = sg_make_pipeline(&(sg_pipeline_desc){
.shader = point_shader,
.layout = {
.attrs = {
[0].format = SG_VERTEXFORMAT_FLOAT2, /* pos */
[1].format = SG_VERTEXFORMAT_UBYTE4N, /* color */
[2].format = SG_VERTEXFORMAT_FLOAT /* radius */
}
},
.primitive_type = SG_PRIMITIVETYPE_POINTS,
.colors[0].blend = blend_trans
});
point_bind.vertex_buffers[0] = sg_make_buffer(&(sg_buffer_desc){
.size = sizeof(struct point_vertex)*5000,
.usage = SG_USAGE_STREAM
});
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line_shader = sg_compile_shader("shaders/linevert.glsl", "shaders/linefrag.glsl", &(sg_shader_desc){
.vs.uniform_blocks[0] = projection_ubo,
.fs.uniform_blocks[0] = time_ubo
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});
line_pipe = sg_make_pipeline(&(sg_pipeline_desc){
.shader = line_shader,
.layout = {
.attrs = {
[0].format = SG_VERTEXFORMAT_FLOAT2, /* pos */
[1].format = SG_VERTEXFORMAT_FLOAT, /* dist */
[2].format = SG_VERTEXFORMAT_UBYTE4N, /* color */
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[3].format = SG_VERTEXFORMAT_FLOAT, /* seg length */
[4].format = SG_VERTEXFORMAT_FLOAT /* dashed line speed */
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}
},
.primitive_type = SG_PRIMITIVETYPE_LINES,
.index_type = SG_INDEXTYPE_UINT16,
.colors[0].blend = blend_trans
});
line_bind.vertex_buffers[0] = sg_make_buffer(&(sg_buffer_desc){
.size = sizeof(struct line_vert)*5000,
.usage = SG_USAGE_STREAM
});
line_bind.index_buffer = sg_make_buffer(&(sg_buffer_desc){
.size = sizeof(uint16_t)*5000,
.usage = SG_USAGE_STREAM,
.type = SG_BUFFERTYPE_INDEXBUFFER
});
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csg = sg_compile_shader("shaders/circlevert.glsl", "shaders/circlefrag.glsl", &(sg_shader_desc){
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.vs.uniform_blocks[0] = projection_ubo,
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});
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circle_pipe = sg_make_pipeline(&(sg_pipeline_desc){
.shader = csg,
.layout = {
.attrs = {
[0].format = SG_VERTEXFORMAT_FLOAT2,
[0].buffer_index = 1,
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[1].format = SG_VERTEXFORMAT_FLOAT2,
[2].format = SG_VERTEXFORMAT_FLOAT,
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[3].format = SG_VERTEXFORMAT_UBYTE4N,
[4].format = SG_VERTEXFORMAT_FLOAT,
[5].format = SG_VERTEXFORMAT_FLOAT
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},
.buffers[0].step_func = SG_VERTEXSTEP_PER_INSTANCE,
},
.primitive_type = SG_PRIMITIVETYPE_TRIANGLE_STRIP,
.cull_mode = SG_CULLMODE_BACK,
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.colors[0].blend = blend_trans,
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.label = "circle pipeline"
});
circle_bind.vertex_buffers[0] = sg_make_buffer(&(sg_buffer_desc){
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.size = sizeof(struct circle_vertex)*v_amt,
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.usage = SG_USAGE_STREAM,
});
float circleverts[8] = {
-1,-1,
-1,1,
1,-1,
1,1
};
circle_bind.vertex_buffers[1] = sg_make_buffer(&(sg_buffer_desc){
.data = SG_RANGE(circleverts),
.usage = SG_USAGE_IMMUTABLE,
});
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grid_shader = sg_compile_shader("shaders/gridvert.glsl", "shaders/gridfrag.glsl", &(sg_shader_desc){
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.vs.uniform_blocks[0] = projection_ubo,
.vs.uniform_blocks[1] = {
.size = sizeof(float)*2,
.uniforms = { [0] = { .name = "offset", .type = SG_UNIFORMTYPE_FLOAT2 } } },
.fs.uniform_blocks[0] = {
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.size = sizeof(float)*6,
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.uniforms = {
[0] = { .name = "thickness", .type = SG_UNIFORMTYPE_FLOAT },
[1] = { .name = "span", .type = SG_UNIFORMTYPE_FLOAT },
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[2] = { .name = "color", .type = SG_UNIFORMTYPE_FLOAT4 },
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}
},
});
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grid_pipe = sg_make_pipeline(&(sg_pipeline_desc){
.shader = grid_shader,
.layout = {
.attrs = {
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[0].format = SG_VERTEXFORMAT_FLOAT2, /* pos */
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}
},
.primitive_type = SG_PRIMITIVETYPE_TRIANGLE_STRIP,
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// .cull_mode = sg_cullmode_back,
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.label = "grid pipeline",
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.colors[0].blend = blend_trans,
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});
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grid_bind.vertex_buffers[0] = circle_bind.vertex_buffers[1];
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poly_shader = sg_compile_shader("shaders/poly_v.glsl", "shaders/poly_f.glsl", &(sg_shader_desc){
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.vs.uniform_blocks[0] = projection_ubo
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});
poly_pipe = sg_make_pipeline(&(sg_pipeline_desc){
.shader = poly_shader,
.layout = {
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.attrs = { [0].format = SG_VERTEXFORMAT_FLOAT2, /* pos */
[1].format = SG_VERTEXFORMAT_FLOAT2, /* uv */
[2].format = SG_VERTEXFORMAT_UBYTE4N /* color rgba */
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}
},
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.index_type = SG_INDEXTYPE_UINT32,
.colors[0].blend = blend_trans,
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});
poly_bind.vertex_buffers[0] = sg_make_buffer(&(sg_buffer_desc){
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.size = sizeof(struct poly_vertex)*v_amt,
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.usage = SG_USAGE_STREAM,
.type = SG_BUFFERTYPE_VERTEXBUFFER,
});
poly_bind.index_buffer = sg_make_buffer(&(sg_buffer_desc){
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.size = sizeof(uint32_t)*6*v_amt,
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.usage = SG_USAGE_STREAM,
.type = SG_BUFFERTYPE_INDEXBUFFER
});
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}
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void draw_line(cpVect *a_points, int a_n, struct rgba color, float seg_len, int closed, float seg_speed)
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{
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if (a_n < 2) return;
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seg_speed = 1;
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int n = closed ? a_n+1 : a_n;
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cpVect points[n];
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memcpy(points, a_points, sizeof(cpVect)*n);
if (closed)
points[n-1] = a_points[0];
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struct line_vert v[n];
float dist = 0;
for (int i = 0; i < n-1; i++) {
v[i].pos = points[i];
v[i].dist = dist;
v[i].color = color;
v[i].seg_len = seg_len;
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v[i].seg_speed = seg_speed;
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dist += cpvdist(points[i], points[i+1]);
}
v[n-1].pos = points[n-1];
v[n-1].dist = dist;
v[n-1].color = color;
v[n-1].seg_len = seg_len;
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v[n-1].seg_speed = seg_speed;
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int i_c = (n-1)*2;
uint16_t idxs[i_c];
for (int i = 0, d = 0; i < n-1; i++, d+=2) {
idxs[d] = i + line_v;
idxs[d+1] = i+1 + line_v;
}
sg_range vr = {
.ptr = v,
.size = sizeof(struct line_vert)*n
};
sg_range ir = {
.ptr = idxs,
.size = sizeof(uint16_t)*i_c
};
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memcpy(line_b+line_v, v, sizeof(struct line_vert)*n);
memcpy(line_bi+line_c, idxs, sizeof(uint16_t)*i_c);
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line_c += i_c;
line_v += n;
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}
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cpVect center_of_vects(cpVect *v, int n)
{
cpVect c;
for (int i = 0; i < n; i++) {
c.x += v[i].x;
c.y += v[i].y;
}
c.x /= n;
c.y /= n;
return c;
}
float vecs2m(cpVect a, cpVect b)
{
return (b.y-a.y)/(b.x-a.x);
}
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cpVect inflatepoint(cpVect a, cpVect b, cpVect c, float d)
{
cpVect ba = cpvnormalize(cpvsub(a,b));
cpVect bc = cpvnormalize(cpvsub(c,b));
cpVect avg = cpvadd(ba, bc);
avg = cpvmult(avg, 0.5);
float dot = cpvdot(ba, bc);
dot /= cpvlength(ba);
dot /= cpvlength(bc);
float mid = acos(dot)/2;
avg = cpvnormalize(avg);
return cpvadd(b, cpvmult(avg, d/sin(mid)));
}
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++)
r[i] = p[i];
return;
}
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if (cpveql(p[0], p[n-1])) {
r[0] = inflatepoint(p[n-2],p[0],p[1],d);
r[n-1] = r[0];
} else {
cpVect outdir = cpvmult(cpvnormalize(cpvsub(p[0],p[1])),fabs(d));
cpVect perp;
if (d > 0)
perp = cpvperp(outdir);
else
perp = cpvrperp(outdir);
r[0] = cpvadd(p[0],cpvadd(outdir,perp));
outdir = cpvmult(cpvnormalize(cpvsub(p[n-1],p[n-2])),fabs(d));
if (d > 0)
perp = cpvrperp(outdir);
else
perp = cpvperp(outdir);
r[n-1] = cpvadd(p[n-1],cpvadd(outdir,perp));
}
for (int i = 0; i < n-2; i++)
r[i+1] = inflatepoint(p[i],p[i+1],p[i+2], d);
}
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void draw_edge(cpVect *points, int n, struct rgba color, int thickness, int closed, int flags, struct rgba line_color, float line_seg)
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{
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static_assert(sizeof(cpVect) == 2*sizeof(float));
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if (thickness == 0) {
thickness = 1;
}
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/* todo: should be dashed, and filled. use a texture. */
/* draw polygon outline */
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if (cpveql(points[0], points[n-1])) {
closed = true;
n--;
}
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parsl_position par_v[n];
for (int i = 0; i < n; i++) {
par_v[i].x = points[i].x;
par_v[i].y = points[i].y;
}
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uint16_t spine_lens[] = {n};
parsl_context *par_ctx = parsl_create_context((parsl_config){
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.thickness = thickness,
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.flags = PARSL_FLAG_ANNOTATIONS,
.u_mode = PAR_U_MODE_DISTANCE,
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});
parsl_mesh *mesh = parsl_mesh_from_lines(par_ctx, (parsl_spine_list){
.num_vertices = n,
.num_spines = 1,
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.vertices = par_v,
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.spine_lengths = spine_lens,
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.closed = closed
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});
for (int i = 0; i < mesh->num_triangles*3; i++)
mesh->triangle_indices[i] += poly_v;
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struct poly_vertex vertices[mesh->num_vertices];
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for (int i = 0; i < mesh->num_vertices; i++) {
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vertices[i].pos = (cpVect){ .x = mesh->positions[i].x, .y = mesh->positions[i].y };
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vertices[i].uv[0] = mesh->annotations[i].u_along_curve;
vertices[i].uv[1] = mesh->annotations[i].v_across_curve;
vertices[i].color = color;
}
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memcpy(poly_b+poly_v, vertices, sizeof(struct poly_vertex)*mesh->num_vertices);
memcpy(poly_bi+poly_c, mesh->triangle_indices, sizeof(uint32_t)*mesh->num_triangles*3);
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poly_c += mesh->num_triangles*3;
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poly_v += mesh->num_vertices;
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parsl_destroy_context(par_ctx);
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/* Now drawing the line outlines */
if (thickness == 1) {
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draw_line(points,n,line_color,line_seg, 0, 0);
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} else {
/* Draw inside and outside lines */
cpVect in_p[n];
cpVect out_p[n];
for (int i = 0, v = 0; i < n*2+1; i+=2, v++)
in_p[v] = vertices[i].pos;
for (int i = 1, v = 0; i < n*2; i+=2,v++)
out_p[v] = vertices[i].pos;
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draw_line(in_p,n,line_color,line_seg,1,0);
draw_line(out_p,n,line_color,line_seg,1,0);
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}
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}
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void draw_circle(cpVect pos, float radius, float pixels, struct rgba color, float seg)
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{
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struct circle_vertex cv;
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cv.pos = pos;
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cv.radius = radius;
cv.color = color;
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cv.segsize = seg/radius;
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cv.fill = pixels/radius;
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memcpy(circle_b+circle_count, &cv, sizeof(struct circle_vertex));
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circle_count++;
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}
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void draw_box(struct cpVect c, struct cpVect wh, struct rgba color)
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{
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float hw = wh.x / 2.f;
float hh = wh.y / 2.f;
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cpVect verts[4] = {
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{ .x = c.x-hw, .y = c.y-hh },
{ .x = c.x+hw, .y = c.y-hh },
{ .x = c.x+hw, .y = c.y+hh },
{ .x = c.x-hw, .y = c.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_arrow(struct cpVect start, struct cpVect end, struct rgba color, int capsize)
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{
cpVect points[2] = {start, end};
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draw_line(points, 2, color, 0, 0,0);
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draw_cppoint(end, capsize, color);
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}
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void draw_grid(int width, int span, struct rgba color)
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{
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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;
offset.y -= mainwin->height/2;
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sg_apply_pipeline(grid_pipe);
sg_apply_bindings(&grid_bind);
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float col[4] = { color.r/255.0 ,color.g/255.0 ,color.b/255.0 ,color.a/255.0 };
float fubo[6];
fubo[0] = 1;
fubo[1] = span;
memcpy(&fubo[2], col, sizeof(float)*4);
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sg_apply_uniforms(SG_SHADERSTAGE_VS, 0, SG_RANGE_REF(projection));
sg_apply_uniforms(SG_SHADERSTAGE_VS, 1, SG_RANGE_REF(offset));
sg_apply_uniforms(SG_SHADERSTAGE_FS, 0, SG_RANGE_REF(fubo));
sg_draw(0,4,1);
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}
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void draw_cppoint(struct cpVect point, float r, struct rgba color)
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{
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struct point_vertex p = {
.pos = point,
.color = color,
.radius = r
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};
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memcpy(point_b+point_c, &p, sizeof(struct point_vertex));
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point_c++;
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}
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void draw_points(struct cpVect *points, int n, float size, struct rgba color)
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{
for (int i = 0; i < n; i++)
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draw_cppoint(points[i], size, color);
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}
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void draw_poly(cpVect *points, int n, struct rgba color)
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{
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/* Find polygon mesh */
int tric = n - 2;
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if (tric < 1) return;
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uint32_t tridxs[tric*3];
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for (int i = 2, ti = 0; i < n; i++, ti+=3) {
tridxs[ti] = 0;
tridxs[ti+1] = i-1;
tridxs[ti+2] = i;
}
for (int i = 0; i < tric*3; i++)
tridxs[i] += poly_v;
sg_range trip = {
.ptr = tridxs,
.size = sizeof(uint32_t)*3*tric
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};
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struct poly_vertex polyverts[n];
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for (int i = 0; i < n; i++) {
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polyverts[i].pos = points[i];
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polyverts[i].uv[0] = 0.0;
polyverts[i].uv[1] = 0.0;
polyverts[i].color = color;
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}
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sg_range ppp = {
.ptr = polyverts,
.size = sizeof(struct poly_vertex)*n
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};
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memcpy(poly_b+poly_v, polyverts, sizeof(struct poly_vertex)*n);
memcpy(poly_bi+poly_c, tridxs, sizeof(uint32_t)*3*tric);
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poly_c += tric*3;
poly_v += n;
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}
void debugdraw_flush()
{
}