#include "debugdraw.h" #include "openglrender.h" #include "shader.h" #include "log.h" #include #include "debug.h" #include "window.h" #include "2dphysics.h" #include "stb_ds.h" #include "sokol/sokol_gfx.h" static uint32_t circleVBO; static uint32_t circleVAO; static struct shader *circleShader; static uint32_t gridVBO; static uint32_t gridVAO; static struct shader *gridShader; static uint32_t rectVBO; static uint32_t rectVAO; static struct shader *rectShader; typedef struct { float proj[16]; float res[2]; } circle_ubo; void debugdraw_init() { // circleShader = MakeShader("shaders/circlevert.glsl", "shaders/circlefrag.glsl"); sg_shader csg = sg_make_shader(&(sg_shader_desc){ .vs.source = slurp_text("shaders/circlevert.glsl"), .fs.source = slurp_text("shaders/circlefrag.glsl"), .vs.uniform_blocks[0] = { .size = sizeof(circle_ubo), .uniforms = { [0] = { .name = "proj", .type = SG_UNIFORMTYPE_MAT4 }, [1] = { .name = "res", .type = SG_UNIFORMTYPE_FLOAT2 }, } } }); /* 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); 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, float *color) { shader_use(rectShader); float verts[] = { x1, y1, x2, y2 }; draw_poly(verts, 2, color); } 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); } 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) { if (d == 0) { for (int i = 0; i < n; i++) r[i] = p[i]; return; } 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); } void draw_edge(cpVect *points, int n, struct color color, int thickness) { static_assert(sizeof(cpVect) == 2*sizeof(float)); float col[3] = {(float)color.r/255, (float)color.g/255, (float)color.b/255}; shader_use(rectShader); shader_setvec3(rectShader, "linecolor", col); /* if (thickness <= 1) { // glLineStipple(1, 0x00FF); // glEnable(GL_LINE_STIPPLE); shader_setfloat(rectShader, "alpha", 1.f); glBindBuffer(GL_ARRAY_BUFFER, rectVBO); glBufferData(GL_ARRAY_BUFFER, sizeof(float) * n * 2, points, GL_DYNAMIC_DRAW); glBindVertexArray(rectVAO); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, NULL); shader_setfloat(rectShader, "alpha", 1.f); glDrawArrays(GL_LINE_STRIP, 0, n); } else { shader_setfloat(rectShader, "alpha", 0.1f); thickness /= 2; glBindBuffer(GL_ARRAY_BUFFER, rectVBO); glBindVertexArray(rectVAO); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, NULL); cpVect inflate_out[n]; cpVect inflate_in[n]; inflatepoints(inflate_out, points, thickness, n); inflatepoints(inflate_in, points, -thickness, n); cpVect interleaved[n*2]; for (int i = 0; i < n; i++) { interleaved[i*2] = inflate_in[i]; interleaved[i*2+1] = inflate_out[i]; } glBufferData(GL_ARRAY_BUFFER, sizeof(interleaved), interleaved, GL_DYNAMIC_DRAW); glDrawArrays(GL_TRIANGLE_STRIP, 0, n*2); shader_setfloat(rectShader, "alpha", 1.f); cpVect inlined[n*2]; for (int i = 0; i < n; i++) inlined[i] = inflate_out[n-1-i]; memcpy(inlined+n,inflate_in,sizeof(inflate_in)); glBufferData(GL_ARRAY_BUFFER,sizeof(inlined),inlined,GL_DYNAMIC_DRAW); glDrawArrays(GL_LINE_LOOP,0,n*2); } */ } void draw_circle(int x, int y, float radius, int pixels, float *color, int fill) { /* shader_use(circleShader); float verts[] = { x - radius, y - radius, -1, -1, x + radius, y - radius, 1, -1, x - radius, y + radius, -1, 1, x + radius, y + radius, 1, 1 }; 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); shader_setvec3(circleShader, "dbgColor", color); shader_setbool(circleShader, "fill", fill); shader_setfloat(circleShader, "zoom", cam_zoom()); glBindVertexArray(circleVAO); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, NULL); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); */ } void draw_rect(int x, int y, int w, int h, float *color) { 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, color); } void draw_box(struct cpVect c, struct cpVect wh, struct color color) { float col[3] = {(float)color.r/255, (float)color.g/255, (float)color.b/255}; draw_rect(c.x, c.y, wh.x, wh.y, col); } void draw_arrow(struct cpVect start, struct cpVect end, struct color color, int capsize) { float col[3] = {(float)color.r/255, (float)color.g/255, (float)color.b/255}; draw_line(start.x, start.y, end.x, end.y, col); draw_cppoint(end, capsize, color); } void draw_grid(int width, int span) { /* shader_use(gridShader); shader_setint(gridShader, "thickness", width); shader_setint(gridShader, "span", span); cpVect offset = cam_pos(); offset = cpvmult(offset, 1/cam_zoom()); offset.x -= mainwin->width/2; offset.y -= mainwin->height/2; shader_setvec2(gridShader, "offset", &offset); glBindVertexArray(gridVAO); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); */ } void draw_point(int x, int y, float r, float *color) { draw_circle(x,y,r,r,color,1); } void draw_cppoint(struct cpVect point, float r, struct color color) { float col[3] = {(float)color.r/255, (float)color.g/255, (float)color.b/255}; draw_point(point.x, point.y, r, col); } void draw_points(struct cpVect *points, int n, float size, float *color) { for (int i = 0; i < n; i++) draw_point(points[i].x, points[i].y, size, color); } void draw_poly(float *points, int n, float *color) { /* shader_use(rectShader); shader_setvec3(rectShader, "linecolor", color); glBindBuffer(GL_ARRAY_BUFFER, rectVBO); glBufferData(GL_ARRAY_BUFFER, sizeof(float) * n * 2, points, GL_DYNAMIC_DRAW); glBindVertexArray(rectVAO); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, NULL); shader_setfloat(rectShader, "alpha", 0.1f); glDrawArrays(GL_POLYGON, 0, n); shader_setfloat(rectShader, "alpha", 1.f); glDrawArrays(GL_LINE_LOOP, 0, n); */ } void draw_polyvec(cpVect *points, int n, float *color) { float drawvec[n*2]; for (int i = 0; i < n; i++) { drawvec[i*2] = points[i].x; drawvec[i*2+1] = points[i].y; } draw_poly(drawvec, n, color); } void debugdraw_flush() { }