From 666c62457411127dae8d79040dfd407e726dcff2 Mon Sep 17 00:00:00 2001
From: hgn <hgodden00@gmail.com>
Date: Tue, 20 Jul 2021 14:06:17 +0100
Subject: [PATCH] engine: debug lines module

---
 build.sh      |   2 +-
 fishladder.c  |  11 +++--
 vg/vg.h       |  13 ++++--
 vg/vg_lines.h | 126 ++++++++++++++++++++++++++++++++++++++++++++++++++
 4 files changed, 143 insertions(+), 9 deletions(-)
 create mode 100644 vg/vg_lines.h

diff --git a/build.sh b/build.sh
index f21790a..b131633 100755
--- a/build.sh
+++ b/build.sh
@@ -4,7 +4,7 @@ src="fishladder.c"
 target="fishladder"
 lib="-I. -L./lib -L./"
 libs="-lGL -lglfw -lX11 -lXxf86vm -lXrandr -lm -lpthread -lXi -ldl -l:steam/libsteam_api.so"
-flags="-fsanitize=address -ggdb3"
+flags="-fsanitize=address -ggdb3 -Wno-unused-function"
 
 run_after=false
 do_build=true
diff --git a/fishladder.c b/fishladder.c
index f6673f7..12628ca 100644
--- a/fishladder.c
+++ b/fishladder.c
@@ -30,7 +30,6 @@ SHADER_DEFINE( colour_shader,
 
 mat4 m_projection;
 mat4 m_view;
-mat4 m_pv;
 mat4 m_mdl;
 
 int main( int argc, char *argv[] )
@@ -237,7 +236,7 @@ void vg_update(void)
 	glm_translate_z( m_view, -10.f );
 	glm_rotate_x( m_view, 1.0f, m_view );
 	
-	glm_mat4_mul( m_projection, m_view, m_pv );
+	glm_mat4_mul( m_projection, m_view, vg_pv );
 	
 	// Get mouse ray
 	vec3 ray_origin;
@@ -245,7 +244,7 @@ void vg_update(void)
 	
 	mat4 pv_inverse;
 	vec4 vp = { 0.f, 0.f, vg_window_x, vg_window_y };
-	glm_mat4_inv( m_pv, pv_inverse );
+	glm_mat4_inv( vg_pv, pv_inverse );
 	glm_unprojecti( (vec3){ vg_mouse_x, vg_window_y-vg_mouse_y, -1.f }, pv_inverse, vp, ray_dir );
 	glm_unprojecti( (vec3){ vg_mouse_x, vg_window_y-vg_mouse_y, 0.f }, pv_inverse, vp, ray_origin );
 	glm_vec3_sub( ray_dir, ray_origin, ray_dir );
@@ -262,6 +261,8 @@ void vg_update(void)
 	int tile_y = floorf( tile_pos[2] );
 	
 	map.selected = map_tile_at( (int [2]){tile_x, tile_y} );
+	
+	vg_line2( (vec3){0.f,0.f,0.f}, (vec3){0.f,3.f,0.f}, 0xff0000ff, 0xff00ff00 );
 }
 
 GLuint tile_vao;
@@ -275,8 +276,10 @@ void vg_render(void)
 	glClearColor( 0.94f, 0.94f, 0.94f, 1.0f );
 	glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
 	
+	glBindVertexArray( tile_vao );
+	
 	SHADER_USE( colour_shader );
-	glUniformMatrix4fv( SHADER_UNIFORM( colour_shader, "uPv" ), 1, GL_FALSE, (float *)m_pv );
+	glUniformMatrix4fv( SHADER_UNIFORM( colour_shader, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
 	
 	for( int y = 0; y < map.y; y ++ )
 	{
diff --git a/vg/vg.h b/vg/vg.h
index 6b4cd23..512c9a3 100644
--- a/vg/vg.h
+++ b/vg/vg.h
@@ -18,10 +18,13 @@
 void vg_register_exit( void( *funcptr )(void), const char *name );
 void vg_exiterr( const char *strErr );
 
+mat4 vg_pv;
+
 #include "vg/vg_platform.h"
 #include "vg/vg_io.h"
 #include "vg/vg_audio.h"
 #include "vg/vg_shader.h"
+#include "vg/vg_lines.h"
 
 #include "steam/steamworks_thin.h"
 
@@ -333,8 +336,12 @@ static void vg_init( int argc, char *argv[], const char *window_name )
 	
 	vg_audio_init();
 	vg_register_exit( &vg_audio_free, "vg_audio_free" );
+	vg_lines_init();
+	vg_register_exit( &vg_lines_free, "vg_lines_free" );
 	
 	vg_start();
+	vg_register_exit( &vg_free, "vg_free" );
+	
 	if( vg_shaders_compile() )
 	{
 		// Main gameloop
@@ -351,12 +358,11 @@ static void vg_init( int argc, char *argv[], const char *window_name )
 			vg_time_delta = vg_min( vg_time - vg_time_last, 0.1f );
 			
 			vg_update_inputs();
-			
 			vg_update();
+			vg_render();
 			
-			// Update mashed projections etc
+			vg_lines_drawall();
 			
-			vg_render();
 			vg_ui();
 			
 			glfwSwapBuffers( vg_window );
@@ -365,7 +371,6 @@ static void vg_init( int argc, char *argv[], const char *window_name )
 		}
 	}
 	
-	vg_free();
 	vg_exit();
 }
 
diff --git a/vg/vg_lines.h b/vg/vg_lines.h
new file mode 100644
index 0000000..81b0091
--- /dev/null
+++ b/vg/vg_lines.h
@@ -0,0 +1,126 @@
+// Copyright (C) 2021 Harry Godden (hgn) - All Rights Reserved
+
+SHADER_DEFINE( vg_line_shader, 
+
+	// VERTEX
+	"layout (location=0) in vec3 a_co;"
+	"layout (location=1) in vec4 a_colour;"
+	"uniform mat4 uPv;"
+	""
+	"out vec4 s_colour;"
+	""
+	"void main()"
+	"{"
+	"	vec4 vert_pos = uPv * vec4( a_co, 1.0 );"
+	"  s_colour = a_colour;"
+	"	gl_Position = vert_pos;"
+	"}",
+	
+	// FRAGMENT
+	"out vec4 FragColor;"
+	""
+	"in vec4 s_colour;"
+	""
+	"void main()"
+	"{"
+	"	FragColor = s_colour;"
+	"}"
+	,
+	UNIFORMS({ "uPv" })
+)
+
+struct
+{
+	struct vg_lines_vert
+	{
+		vec3 co;
+		u32 colour;
+	}
+	*buffer;
+	
+	GLuint vao, vbo;
+	u32 draw_idx, cap, buffer_size;
+	
+}
+vg_lines;
+
+static void vg_lines_init(void)
+{
+	SHADER_INIT( vg_line_shader );
+	
+	glGenVertexArrays( 1, &vg_lines.vao );
+	glGenBuffers( 1, &vg_lines.vbo );
+	glBindVertexArray( vg_lines.vao );
+	
+	glBindBuffer( GL_ARRAY_BUFFER, vg_lines.vbo );
+	
+	vg_lines.cap = 10000;
+	vg_lines.buffer_size = vg_lines.cap * sizeof( struct vg_lines_vert );
+	
+	glBufferData( GL_ARRAY_BUFFER, vg_lines.buffer_size, NULL, GL_DYNAMIC_DRAW );
+	glBindVertexArray( vg_lines.vao );
+	
+	glVertexAttribPointer( 
+		0, 
+		sizeof( vg_lines.buffer[0].co ) / sizeof(float), 
+		GL_FLOAT, 
+		GL_FALSE, 
+		sizeof( struct vg_lines_vert ), 
+		(void *)0 
+	);
+	glEnableVertexAttribArray( 0 );
+	
+	glVertexAttribPointer( 
+		1, 
+		4, 
+		GL_UNSIGNED_BYTE, 
+		GL_TRUE, 
+		sizeof( struct vg_lines_vert ), 
+		(void*)(offsetof( struct vg_lines_vert, colour ))
+	);
+	glEnableVertexAttribArray( 1 );
+	vg_lines.buffer = malloc( vg_lines.buffer_size );
+}
+
+static void vg_lines_free(void)
+{
+	glDeleteVertexArrays( 1, &vg_lines.vao );
+	glDeleteBuffers( 1, &vg_lines.vbo );
+	
+	free( vg_lines.buffer );
+}
+
+static void vg_lines_drawall(void)
+{
+	SHADER_USE( vg_line_shader );
+	glUniformMatrix4fv( SHADER_UNIFORM( vg_line_shader, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+	
+	glBindVertexArray( vg_lines.vao );
+	glBindBuffer( GL_ARRAY_BUFFER, vg_lines.vbo );
+	
+	glBufferSubData( GL_ARRAY_BUFFER, 0, vg_lines.draw_idx * sizeof(struct vg_lines_vert), vg_lines.buffer );
+	glEnable( GL_BLEND );
+	glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
+	glBlendEquation( GL_FUNC_ADD );
+	
+	glDrawArrays( GL_LINES, 0, vg_lines.draw_idx );
+	
+	glDisable( GL_BLEND );
+	vg_lines.draw_idx = 0;
+}
+
+static void vg_line2( vec3 from, vec3 to, u32 fc, u32 tc )
+{
+	struct vg_lines_vert *v = vg_lines.buffer + vg_lines.draw_idx;
+	glm_vec3_copy( from, v[0].co );
+	glm_vec3_copy( to, v[1].co );
+	v[0].colour = fc;
+	v[1].colour = tc;
+	
+	vg_lines.draw_idx += 2;
+}
+
+static void vg_line( vec3 from, vec3 to, u32 colour )
+{
+	vg_line2( from, to, colour, colour );
+}
-- 
2.25.1