engine: debug lines module
authorhgn <hgodden00@gmail.com>
Tue, 20 Jul 2021 13:06:17 +0000 (14:06 +0100)
committerhgn <hgodden00@gmail.com>
Tue, 20 Jul 2021 13:06:17 +0000 (14:06 +0100)
build.sh
fishladder.c
vg/vg.h
vg/vg_lines.h [new file with mode: 0644]

index f21790a9a336d89783d4147f8e656664c2ab757a..b131633af692015623ccb8a5c560be09cf24def1 100755 (executable)
--- 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
index f6673f77aeda5c4c920682daa231c419fd81a79f..12628ca4bfd991c74da464f514dfbfedeeefe5f8 100644 (file)
@@ -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 6b4cd233a5365a1ecbdfa66b4a4374773c515e6d..512c9a39defb6808ef31ebc6f8cd173d38cc6e13 100644 (file)
--- a/vg/vg.h
+++ b/vg/vg.h
 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 (file)
index 0000000..81b0091
--- /dev/null
@@ -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 );
+}