X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=vg_lines.h;h=02d7a07d9c465f0bdb59946af9f7acc115d7afe4;hb=ff8e8a170cb29b450f7f26580683ec3ae81cf4bd;hp=672a59e84d663b76fa407310d7ca0bc57e27c2e8;hpb=4c48fe01a5d1983be89b7dce6f08e6b708cfbb05;p=vg.git diff --git a/vg_lines.h b/vg_lines.h index 672a59e..02d7a07 100644 --- a/vg_lines.h +++ b/vg_lines.h @@ -3,10 +3,22 @@ #ifndef VG_LINES_H #define VG_LINES_H +#define VG_GAME #include "vg/vg.h" typedef v3f line_co; +#define VG__RED 0xff0000ff +#define VG__GREEN 0xff00ff00 +#define VG__BLUE 0xffff0000 +#define VG__WHITE 0xffffffff +#define VG__BLACK 0xff000000 +#define VG__CLEAR 0x00ffffff +#define VG__PINK 0xffff00ff +#define VG__YELOW 0xff00ffff +#define VG__CYAN 0xffffff00 +#define VG__NONE 0x00000000 + static struct vg_shader _shader_lines = { .name = "[vg] lines", @@ -66,10 +78,10 @@ VG_STATIC void vg_lines_init(void) { vg_info( "vg_lines_init\n" ); - vg_convar_push( (struct vg_convar){ + vg_var_push( (struct vg_var){ .name = "vg_lines", .data = &vg_lines.draw, - .data_type = k_convar_dtype_i32, + .data_type = k_var_dtype_i32, .opt_i32 = { .min=0, .max=1, .clamp=1 }, .persistent = 1 }); @@ -121,12 +133,12 @@ VG_STATIC void vg_lines_init(void) vg_lines.allow_input = 1; } -VG_STATIC void vg_lines_drawall( float* projection ) +VG_STATIC void vg_lines_drawall( void ) { glUseProgram( _shader_lines.id ); - glUniformMatrix4fv - ( glGetUniformLocation( _shader_lines.id, "uPv" ), 1, GL_FALSE, projection ); + glUniformMatrix4fv( glGetUniformLocation( _shader_lines.id, "uPv" ), + 1, GL_FALSE, (float *)vg.pv ); glBindVertexArray( vg_lines.vao ); glBindBuffer( GL_ARRAY_BUFFER, vg_lines.vbo ); @@ -166,6 +178,41 @@ VG_STATIC void vg_line( line_co from, line_co to, u32 colour ) vg_line2( from, to, colour, colour ); } +VG_STATIC void line_tangent_basis( v3f n, v3f tx, v3f ty ) +{ + /* Compute tangent basis (box2d) */ + if( fabsf( n[0] ) >= 0.57735027f ) + { + tx[0] = n[1]; + tx[1] = -n[0]; + tx[2] = 0.0f; + } + else + { + tx[0] = 0.0f; + tx[1] = n[2]; + tx[2] = -n[1]; + } + + v3_normalize( tx ); + v3_cross( n, tx, ty ); +} + +VG_STATIC void vg_line_arrow( line_co co, line_co dir, float size, u32 colour ) +{ + v3f p1, tx, ty, p2, p3; + v3_muladds( co, dir, size, p1 ); + line_tangent_basis( dir, tx, ty ); + + v3_muladds( p1, dir, -size * 0.125f, p2 ); + v3_muladds( p2, ty, size * 0.125f, p3 ); + v3_muladds( p2, ty, -size * 0.125f, p2 ); + + vg_line( co, p1, colour ); + vg_line( p1, p2, colour ); + vg_line( p1, p3, colour ); +} + VG_STATIC void vg_line_boxf( boxf box, u32 colour ) { v3f p000, p001, p010, p011, p100, p101, p110, p111;