prosperon/source/engine/debug/debugdraw.c
2023-05-16 18:31:19 +00:00

586 lines
14 KiB
C

#include "debugdraw.h"
#include "openglrender.h"
#include "shader.h"
#include "log.h"
#include <assert.h>
#include "debug.h"
#include "window.h"
#include "2dphysics.h"
#include "stb_ds.h"
#include "sokol/sokol_gfx.h"
#define PAR_STREAMLINES_IMPLEMENTATION
#include "par/par_streamlines.h"
#include "font.h"
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;
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;
};
static int line_c = 0;
static int line_v = 0;
static sg_pipeline grid_pipe;
static sg_bindings grid_bind;
static sg_shader grid_shader;
static int grid_c = 0;
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;
struct poly_vertex {
float pos[2];
float uv[2];
struct rgba color;
};
static sg_pipeline circle_pipe;
static sg_bindings circle_bind;
static sg_shader csg;
static int circle_count = 0;
static int circle_vert_c = 7;
struct circle_vertex {
float pos[2];
float radius;
struct rgba color;
};
void debug_flush()
{
sg_apply_pipeline(circle_pipe);
sg_apply_bindings(&circle_bind);
sg_apply_uniforms(SG_SHADERSTAGE_VS, 0, SG_RANGE_REF(projection));
sg_draw(0,4,circle_count);
circle_count = 0;
sg_apply_pipeline(poly_pipe);
sg_apply_bindings(&poly_bind);
sg_apply_uniforms(SG_SHADERSTAGE_VS,0,SG_RANGE_REF(projection));
sg_draw(0,poly_c,1);
poly_c = 0;
poly_v = 0;
sg_apply_pipeline(point_pipe);
sg_apply_bindings(&point_bind);
sg_apply_uniforms(SG_SHADERSTAGE_VS,0,SG_RANGE_REF(projection));
sg_draw(0,point_c,1);
point_c = 0;
sg_apply_pipeline(line_pipe);
sg_apply_bindings(&line_bind);
sg_apply_uniforms(SG_SHADERSTAGE_VS,0,SG_RANGE_REF(projection));
sg_draw(0,line_c,1);
line_c = 0;
line_v = 0;
}
static sg_shader_uniform_block_desc projection_ubo = {
.size = sizeof(projection),
.uniforms = {
[0] = { .name = "proj", .type = SG_UNIFORMTYPE_MAT4 },
}
};
sg_blend_state blend_trans = {
.enabled = true,
.src_factor_rgb = SG_BLENDFACTOR_SRC_ALPHA,
.dst_factor_rgb = SG_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
.src_factor_alpha = SG_BLENDFACTOR_SRC_ALPHA,
.src_factor_alpha = SG_BLENDFACTOR_ONE_MINUS_SRC_ALPHA
};
void debugdraw_init()
{
point_shader = sg_make_shader(&(sg_shader_desc){
.vs.source = slurp_text("shaders/point_v.glsl"),
.fs.source = slurp_text("shaders/point_f.glsl"),
.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
});
line_shader = sg_make_shader(&(sg_shader_desc){
.vs.source = slurp_text("shaders/linevert.glsl"),
.fs.source = slurp_text("shaders/linefrag.glsl"),
.vs.uniform_blocks[0] = projection_ubo
});
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 */
[3].format = SG_VERTEXFORMAT_FLOAT /* seg length */
}
},
.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
});
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] = projection_ubo,
});
circle_pipe = sg_make_pipeline(&(sg_pipeline_desc){
.shader = csg,
.layout = {
.attrs = {
[0].format = SG_VERTEXFORMAT_FLOAT2,
[0].buffer_index = 1,
[1].format = SG_VERTEXFORMAT_FLOAT2,
[2].format = SG_VERTEXFORMAT_FLOAT,
[3].format = SG_VERTEXFORMAT_UBYTE4N
},
.buffers[0].step_func = SG_VERTEXSTEP_PER_INSTANCE,
},
.primitive_type = SG_PRIMITIVETYPE_TRIANGLE_STRIP,
.cull_mode = SG_CULLMODE_BACK,
.colors[0].blend = blend_trans,
.label = "circle pipeline"
});
circle_bind.vertex_buffers[0] = sg_make_buffer(&(sg_buffer_desc){
.size = sizeof(float)*circle_vert_c*5000,
.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,
});
grid_shader = sg_make_shader(&(sg_shader_desc){
.vs.source = slurp_text("shaders/gridvert.glsl"),
.fs.source = slurp_text("shaders/gridfrag.glsl"),
.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] = {
.size = sizeof(float)*6,
.uniforms = {
[0] = { .name = "thickness", .type = SG_UNIFORMTYPE_FLOAT },
[1] = { .name = "span", .type = SG_UNIFORMTYPE_FLOAT },
[2] = { .name = "color", .type = SG_UNIFORMTYPE_FLOAT4 },
}
},
});
grid_pipe = sg_make_pipeline(&(sg_pipeline_desc){
.shader = grid_shader,
.layout = {
.attrs = {
[0].format = SG_VERTEXFORMAT_FLOAT2, /* pos */
}
},
.primitive_type = SG_PRIMITIVETYPE_TRIANGLE_STRIP,
// .cull_mode = sg_cullmode_back,
.label = "grid pipeline",
.colors[0].blend = blend_trans,
});
grid_bind.vertex_buffers[0] = circle_bind.vertex_buffers[1];
poly_shader = sg_make_shader(&(sg_shader_desc){
.vs.source = slurp_text("shaders/poly_v.glsl"),
.fs.source = slurp_text("shaders/poly_f.glsl"),
.vs.uniform_blocks[0] = projection_ubo
});
poly_pipe = sg_make_pipeline(&(sg_pipeline_desc){
.shader = poly_shader,
.layout = {
.attrs = { [0].format = SG_VERTEXFORMAT_FLOAT2, /* pos */
[1].format = SG_VERTEXFORMAT_FLOAT2, /* uv */
[2].format = SG_VERTEXFORMAT_UBYTE4N /* color rgba */
}
},
.index_type = SG_INDEXTYPE_UINT32,
.colors[0].blend = blend_trans,
});
poly_bind.vertex_buffers[0] = sg_make_buffer(&(sg_buffer_desc){
.size = sizeof(struct poly_vertex)*1000,
.usage = SG_USAGE_STREAM,
.type = SG_BUFFERTYPE_VERTEXBUFFER,
});
poly_bind.index_buffer = sg_make_buffer(&(sg_buffer_desc){
.size = sizeof(uint32_t)*6*1000,
.usage = SG_USAGE_STREAM,
.type = SG_BUFFERTYPE_INDEXBUFFER
});
}
void draw_line(cpVect *a_points, int a_n, struct rgba color, float seg_len)
{
if (a_n < 2) return;
int n = a_n+1;
cpVect points[n];
for (int i = 0; i < n; i++)
points[i] = a_points[i];
points[n-1] = a_points[0];
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;
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;
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
};
sg_append_buffer(line_bind.vertex_buffers[0], &vr);
sg_append_buffer(line_bind.index_buffer, &ir);
line_c += i_c;
line_v += n;
}
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 rgba color, int thickness, int closed, int flags)
{
static_assert(sizeof(cpVect) == 2*sizeof(float));
/* todo: should be dashed, and filled. use a texture. */
/* draw polygon outline */
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;
}
uint16_t spine_lens[] = {n};
parsl_context *par_ctx = parsl_create_context((parsl_config){
.thickness = 1,
.flags = PARSL_FLAG_ANNOTATIONS,
.u_mode = PAR_U_MODE_DISTANCE,
});
parsl_mesh *mesh = parsl_mesh_from_lines(par_ctx, (parsl_spine_list){
.num_vertices = n,
.num_spines = 1,
.vertices = par_v,
.spine_lengths = spine_lens,
.closed = closed
});
for (int i = 0; i < mesh->num_triangles*3; i++)
mesh->triangle_indices[i] += poly_v;
sg_range it = {
.ptr = mesh->triangle_indices,
.size = sizeof(uint32_t)*mesh->num_triangles*3
};
struct poly_vertex vertices[mesh->num_vertices];
for (int i = 0; i < mesh->num_vertices; i++) {
vertices[i].pos[0] = mesh->positions[i].x;
vertices[i].pos[1] = mesh->positions[i].y;
vertices[i].uv[0] = mesh->annotations[i].u_along_curve;
vertices[i].uv[1] = mesh->annotations[i].v_across_curve;
vertices[i].color = color;
}
sg_range vvt = {
.ptr = vertices,
.size = sizeof(struct poly_vertex)*mesh->num_vertices
};
sg_append_buffer(poly_bind.vertex_buffers[0], &vvt);
sg_append_buffer(poly_bind.index_buffer, &it);
poly_c += mesh->num_triangles*3;
poly_v += mesh->num_vertices;
parsl_destroy_context(par_ctx);
}
void draw_circle(int x, int y, float radius, int pixels, struct rgba color, int fill)
{
struct circle_vertex cv;
cv.pos[0] = x;
cv.pos[1] = y;
cv.radius = radius;
cv.color = color;
sg_append_buffer(circle_bind.vertex_buffers[0], SG_RANGE_REF(cv));
circle_count++;
}
void draw_rect(int x, int y, int w, int h, struct rgba color)
{
float hw = w / 2.f;
float hh = h / 2.f;
cpVect verts[4] = {
{ .x = x-hw, .y = y-hh },
{ .x = x+hw, .y = y-hh },
{ .x = x+hw, .y = y+hh },
{ .x = x-hw, .y = y+hh }
};
draw_poly(verts, 4, color);
}
void draw_box(struct cpVect c, struct cpVect wh, struct rgba color)
{
draw_rect(c.x, c.y, wh.x, wh.y, color);
}
void draw_arrow(struct cpVect start, struct cpVect end, struct rgba color, int capsize)
{
cpVect points[2] = {start, end};
draw_line(points, 2, color, 0);
draw_cppoint(end, capsize, color);
}
void draw_grid(int width, int span, struct rgba color)
{
cpVect offset = cam_pos();
offset = cpvmult(offset, 1/cam_zoom());
offset.x -= mainwin->width/2;
offset.y -= mainwin->height/2;
sg_apply_pipeline(grid_pipe);
sg_apply_bindings(&grid_bind);
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);
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);
}
void draw_cppoint(struct cpVect point, float r, struct rgba color)
{
struct point_vertex p = {
.pos = point,
.color = color,
.radius = r
};
sg_append_buffer(point_bind.vertex_buffers[0], SG_RANGE_REF(p));
point_c++;
}
void draw_points(struct cpVect *points, int n, float size, struct rgba color)
{
for (int i = 0; i < n; i++)
draw_cppoint(points[i], size, color);
}
void draw_poly(cpVect *points, int n, struct rgba color)
{
draw_line(points, n, color, 10);
color.a = 40;
/* Find polygon mesh */
int tric = n - 2;
if (n < 1) return;
uint32_t tridxs[tric*3];
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
};
struct poly_vertex polyverts[n];
for (int i = 0; i < n; i++) {
polyverts[i].pos[0] = points[i].x;
polyverts[i].pos[1] = points[i].y;
polyverts[i].uv[0] = 0.0;
polyverts[i].uv[1] = 0.0;
polyverts[i].color = color;
}
sg_range ppp = {
.ptr = polyverts,
.size = sizeof(struct poly_vertex)*n
};
sg_append_buffer(poly_bind.vertex_buffers[0], &ppp);
sg_append_buffer(poly_bind.index_buffer, &trip);
poly_c += tric*3;
poly_v += n;
}
void debugdraw_flush()
{
}