prosperon/source/engine/debug/debugdraw.c
2023-05-13 03:21:11 +00:00

428 lines
11 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_pipeline grid_pipe;
static sg_bindings grid_bind;
static sg_shader grid_shader;
static int grid_c = 0;
static sg_pipeline rect_pipe;
static sg_bindings rect_bind;
static sg_shader rect_shader;
static int rect_c = 0;
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;
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(rect_pipe);
sg_apply_bindings(&rect_bind);
sg_apply_uniforms(SG_SHADERSTAGE_VS,0,SG_RANGE_REF(projection));
sg_draw(0,rect_c*2,1);
rect_c = 0;
}
static sg_shader_uniform_block_desc projection_ubo = {
.size = sizeof(projection),
.uniforms = {
[0] = { .name = "proj", .type = SG_UNIFORMTYPE_MAT4 },
}
};
void debugdraw_init()
{
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_FLOAT3,
[2].format = SG_VERTEXFORMAT_FLOAT2,
[3].format = SG_VERTEXFORMAT_FLOAT
},
.buffers[0].step_func = SG_VERTEXSTEP_PER_INSTANCE,
},
.primitive_type = SG_PRIMITIVETYPE_TRIANGLE_STRIP,
.cull_mode = SG_CULLMODE_BACK,
.colors[0].blend = {
.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
},
.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)*5,
.uniforms = {
[0] = { .name = "thickness", .type = SG_UNIFORMTYPE_FLOAT },
[1] = { .name = "span", .type = SG_UNIFORMTYPE_FLOAT },
[2] = { .name = "color", .type = SG_UNIFORMTYPE_FLOAT3 },
}
},
});
grid_pipe = sg_make_pipeline(&(sg_pipeline_desc){
.shader = grid_shader,
.layout = {
.attrs = {
[0].format = SG_VERTEXFORMAT_FLOAT2
}
},
.primitive_type = SG_PRIMITIVETYPE_TRIANGLE_STRIP,
// .cull_mode = SG_CULLMODE_BACK,
.label = "grid pipeline",
.colors[0] = {
.blend = {
.enabled = true,
.src_factor_rgb = SG_BLENDFACTOR_SRC_ALPHA,
.dst_factor_rgb = SG_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
.op_rgb = SG_BLENDOP_ADD,
.src_factor_alpha = SG_BLENDFACTOR_SRC_ALPHA,
.dst_factor_alpha = SG_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
.op_alpha = SG_BLENDOP_ADD
},
},
});
grid_bind.vertex_buffers[0] = circle_bind.vertex_buffers[1];
rect_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
});
rect_pipe = sg_make_pipeline(&(sg_pipeline_desc){
.shader = rect_shader,
.layout = {
.attrs = { [0].format = SG_VERTEXFORMAT_FLOAT2 }
},
.primitive_type = SG_PRIMITIVETYPE_LINES
});
rect_bind.vertex_buffers[0] = sg_make_buffer(&(sg_buffer_desc){
.size = sizeof(float)*2*10000,
.usage = SG_USAGE_STREAM
});
}
void draw_line(cpVect s, cpVect e, float *color)
{
cpVect verts[2] = {s, e};
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)
{
float cv[circle_vert_c];
cv[0] = color[0];
cv[1] = color[1];
cv[2] = color[2];
cv[3] = x;
cv[4] = y;
cv[5] = radius;
cv[6] = fill;
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, float *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 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, end, col);
draw_cppoint(end, capsize, color);
}
void draw_grid(int width, int span)
{
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[3] = { 0.3, 0.5, 0.8};
float fubo[5];
fubo[0] = width;
fubo[1] = span;
fubo[2] = col;
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_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(cpVect *points, int n, float *color)
{
if (n == 2) {
sg_range t;
t.ptr = points;
t.size = sizeof(cpVect)*2;
sg_append_buffer(rect_bind.vertex_buffers[0], &t);
rect_c += 1;
return;
} else if (n <= 1) return;
cpVect buffer[2*n];
for (int i = 0; i < n; i++) {
buffer[i*2] = points[i];
buffer[i*2+1] = points[i+1];
}
buffer[2*n-1] = points[0];
sg_range t;
t.ptr = buffer;
t.size = sizeof(cpVect)*2*n;
sg_append_buffer(rect_bind.vertex_buffers[0], &t);
rect_c += n;
/* 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 debugdraw_flush()
{
}