Add initial prototype.
This commit is contained in:
829
3-mid/physics/implement/box2d/contrib/testbed/draw.cpp
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829
3-mid/physics/implement/box2d/contrib/testbed/draw.cpp
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// MIT License
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// Copyright (c) 2019 Erin Catto
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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// SOFTWARE.
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#include "draw.h"
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#include <stdio.h>
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#include <stdarg.h>
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#include <stdlib.h>
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#include "imgui/imgui.h"
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#define BUFFER_OFFSET(x) ((const void*) (x))
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DebugDraw g_debugDraw;
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Camera g_camera;
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//
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b2Vec2 Camera::ConvertScreenToWorld(const b2Vec2& ps)
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{
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float w = float(m_width);
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float h = float(m_height);
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float u = ps.x / w;
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float v = (h - ps.y) / h;
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float ratio = w / h;
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b2Vec2 extents(ratio * 25.0f, 25.0f);
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extents *= m_zoom;
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b2Vec2 lower = m_center - extents;
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b2Vec2 upper = m_center + extents;
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b2Vec2 pw;
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pw.x = (1.0f - u) * lower.x + u * upper.x;
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pw.y = (1.0f - v) * lower.y + v * upper.y;
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return pw;
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}
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//
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b2Vec2 Camera::ConvertWorldToScreen(const b2Vec2& pw)
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{
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float w = float(m_width);
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float h = float(m_height);
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float ratio = w / h;
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b2Vec2 extents(ratio * 25.0f, 25.0f);
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extents *= m_zoom;
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b2Vec2 lower = m_center - extents;
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b2Vec2 upper = m_center + extents;
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float u = (pw.x - lower.x) / (upper.x - lower.x);
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float v = (pw.y - lower.y) / (upper.y - lower.y);
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b2Vec2 ps;
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ps.x = u * w;
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ps.y = (1.0f - v) * h;
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return ps;
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}
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// Convert from world coordinates to normalized device coordinates.
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// http://www.songho.ca/opengl/gl_projectionmatrix.html
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void Camera::BuildProjectionMatrix(float* m, float zBias)
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{
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float w = float(m_width);
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float h = float(m_height);
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float ratio = w / h;
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b2Vec2 extents(ratio * 25.0f, 25.0f);
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extents *= m_zoom;
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b2Vec2 lower = m_center - extents;
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b2Vec2 upper = m_center + extents;
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m[0] = 2.0f / (upper.x - lower.x);
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m[1] = 0.0f;
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m[2] = 0.0f;
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m[3] = 0.0f;
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m[4] = 0.0f;
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m[5] = 2.0f / (upper.y - lower.y);
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m[6] = 0.0f;
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m[7] = 0.0f;
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m[8] = 0.0f;
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m[9] = 0.0f;
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m[10] = 1.0f;
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m[11] = 0.0f;
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m[12] = -(upper.x + lower.x) / (upper.x - lower.x);
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m[13] = -(upper.y + lower.y) / (upper.y - lower.y);
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m[14] = zBias;
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m[15] = 1.0f;
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}
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//
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static void sCheckGLError()
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{
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GLenum errCode = glGetError();
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if (errCode != GL_NO_ERROR)
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{
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fprintf(stderr, "OpenGL error = %d\n", errCode);
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assert(false);
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}
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}
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// Prints shader compilation errors
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static void sPrintLog(GLuint object)
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{
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GLint log_length = 0;
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if (glIsShader(object))
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glGetShaderiv(object, GL_INFO_LOG_LENGTH, &log_length);
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else if (glIsProgram(object))
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glGetProgramiv(object, GL_INFO_LOG_LENGTH, &log_length);
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else
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{
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fprintf(stderr, "printlog: Not a shader or a program\n");
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return;
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}
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char* log = (char*)malloc(log_length);
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if (glIsShader(object))
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glGetShaderInfoLog(object, log_length, NULL, log);
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else if (glIsProgram(object))
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glGetProgramInfoLog(object, log_length, NULL, log);
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fprintf(stderr, "%s", log);
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free(log);
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}
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//
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static GLuint sCreateShaderFromString(const char* source, GLenum type)
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{
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GLuint res = glCreateShader(type);
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const char* sources[] = { source };
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glShaderSource(res, 1, sources, NULL);
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glCompileShader(res);
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GLint compile_ok = GL_FALSE;
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glGetShaderiv(res, GL_COMPILE_STATUS, &compile_ok);
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if (compile_ok == GL_FALSE)
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{
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fprintf(stderr, "Error compiling shader of type %d!\n", type);
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sPrintLog(res);
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glDeleteShader(res);
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return 0;
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}
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return res;
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}
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//
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static GLuint sCreateShaderProgram(const char* vs, const char* fs)
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{
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GLuint vsId = sCreateShaderFromString(vs, GL_VERTEX_SHADER);
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GLuint fsId = sCreateShaderFromString(fs, GL_FRAGMENT_SHADER);
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assert(vsId != 0 && fsId != 0);
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GLuint programId = glCreateProgram();
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glAttachShader(programId, vsId);
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glAttachShader(programId, fsId);
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glBindFragDataLocation(programId, 0, "color");
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glLinkProgram(programId);
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glDeleteShader(vsId);
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glDeleteShader(fsId);
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GLint status = GL_FALSE;
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glGetProgramiv(programId, GL_LINK_STATUS, &status);
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assert(status != GL_FALSE);
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return programId;
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}
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//
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struct GLRenderPoints
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{
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void Create()
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{
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const char* vs = \
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"#version 330\n"
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"uniform mat4 projectionMatrix;\n"
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"layout(location = 0) in vec2 v_position;\n"
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"layout(location = 1) in vec4 v_color;\n"
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"layout(location = 2) in float v_size;\n"
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"out vec4 f_color;\n"
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"void main(void)\n"
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"{\n"
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" f_color = v_color;\n"
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" gl_Position = projectionMatrix * vec4(v_position, 0.0f, 1.0f);\n"
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" gl_PointSize = v_size;\n"
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"}\n";
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const char* fs = \
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"#version 330\n"
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"in vec4 f_color;\n"
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"out vec4 color;\n"
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"void main(void)\n"
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"{\n"
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" color = f_color;\n"
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"}\n";
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m_programId = sCreateShaderProgram(vs, fs);
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m_projectionUniform = glGetUniformLocation(m_programId, "projectionMatrix");
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m_vertexAttribute = 0;
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m_colorAttribute = 1;
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m_sizeAttribute = 2;
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// Generate
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glGenVertexArrays(1, &m_vaoId);
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glGenBuffers(3, m_vboIds);
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glBindVertexArray(m_vaoId);
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glEnableVertexAttribArray(m_vertexAttribute);
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glEnableVertexAttribArray(m_colorAttribute);
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glEnableVertexAttribArray(m_sizeAttribute);
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// Vertex buffer
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glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[0]);
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glVertexAttribPointer(m_vertexAttribute, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
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glBufferData(GL_ARRAY_BUFFER, sizeof(m_vertices), m_vertices, GL_DYNAMIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[1]);
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glVertexAttribPointer(m_colorAttribute, 4, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
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glBufferData(GL_ARRAY_BUFFER, sizeof(m_colors), m_colors, GL_DYNAMIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[2]);
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glVertexAttribPointer(m_sizeAttribute, 1, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
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glBufferData(GL_ARRAY_BUFFER, sizeof(m_sizes), m_sizes, GL_DYNAMIC_DRAW);
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sCheckGLError();
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// Cleanup
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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m_count = 0;
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}
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void Destroy()
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{
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if (m_vaoId)
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{
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glDeleteVertexArrays(1, &m_vaoId);
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glDeleteBuffers(3, m_vboIds);
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m_vaoId = 0;
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}
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if (m_programId)
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{
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glDeleteProgram(m_programId);
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m_programId = 0;
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}
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}
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void Vertex(const b2Vec2& v, const b2Color& c, float size)
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{
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if (m_count == e_maxVertices)
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Flush();
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m_vertices[m_count] = v;
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m_colors[m_count] = c;
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m_sizes[m_count] = size;
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++m_count;
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}
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void Flush()
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{
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if (m_count == 0)
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return;
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glUseProgram(m_programId);
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float proj[16] = { 0.0f };
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g_camera.BuildProjectionMatrix(proj, 0.0f);
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glUniformMatrix4fv(m_projectionUniform, 1, GL_FALSE, proj);
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glBindVertexArray(m_vaoId);
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glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[0]);
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glBufferSubData(GL_ARRAY_BUFFER, 0, m_count * sizeof(b2Vec2), m_vertices);
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glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[1]);
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glBufferSubData(GL_ARRAY_BUFFER, 0, m_count * sizeof(b2Color), m_colors);
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glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[2]);
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glBufferSubData(GL_ARRAY_BUFFER, 0, m_count * sizeof(float), m_sizes);
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glEnable(GL_PROGRAM_POINT_SIZE);
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glDrawArrays(GL_POINTS, 0, m_count);
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glDisable(GL_PROGRAM_POINT_SIZE);
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sCheckGLError();
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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glUseProgram(0);
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m_count = 0;
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}
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enum { e_maxVertices = 512 };
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b2Vec2 m_vertices[e_maxVertices];
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b2Color m_colors[e_maxVertices];
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float m_sizes[e_maxVertices];
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int32 m_count;
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GLuint m_vaoId;
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GLuint m_vboIds[3];
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GLuint m_programId;
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GLint m_projectionUniform;
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GLint m_vertexAttribute;
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GLint m_colorAttribute;
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GLint m_sizeAttribute;
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};
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//
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struct GLRenderLines
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{
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void Create()
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{
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const char* vs = \
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"#version 330\n"
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"uniform mat4 projectionMatrix;\n"
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"layout(location = 0) in vec2 v_position;\n"
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"layout(location = 1) in vec4 v_color;\n"
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"out vec4 f_color;\n"
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"void main(void)\n"
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"{\n"
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" f_color = v_color;\n"
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" gl_Position = projectionMatrix * vec4(v_position, 0.0f, 1.0f);\n"
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"}\n";
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const char* fs = \
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"#version 330\n"
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"in vec4 f_color;\n"
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"out vec4 color;\n"
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"void main(void)\n"
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"{\n"
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" color = f_color;\n"
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"}\n";
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m_programId = sCreateShaderProgram(vs, fs);
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m_projectionUniform = glGetUniformLocation(m_programId, "projectionMatrix");
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m_vertexAttribute = 0;
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m_colorAttribute = 1;
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// Generate
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glGenVertexArrays(1, &m_vaoId);
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glGenBuffers(2, m_vboIds);
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glBindVertexArray(m_vaoId);
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glEnableVertexAttribArray(m_vertexAttribute);
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glEnableVertexAttribArray(m_colorAttribute);
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// Vertex buffer
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glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[0]);
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glVertexAttribPointer(m_vertexAttribute, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
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glBufferData(GL_ARRAY_BUFFER, sizeof(m_vertices), m_vertices, GL_DYNAMIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[1]);
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glVertexAttribPointer(m_colorAttribute, 4, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
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glBufferData(GL_ARRAY_BUFFER, sizeof(m_colors), m_colors, GL_DYNAMIC_DRAW);
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sCheckGLError();
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// Cleanup
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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m_count = 0;
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}
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void Destroy()
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{
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if (m_vaoId)
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{
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glDeleteVertexArrays(1, &m_vaoId);
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glDeleteBuffers(2, m_vboIds);
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m_vaoId = 0;
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}
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if (m_programId)
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{
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glDeleteProgram(m_programId);
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m_programId = 0;
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}
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}
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void Vertex(const b2Vec2& v, const b2Color& c)
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{
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if (m_count == e_maxVertices)
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Flush();
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m_vertices[m_count] = v;
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m_colors[m_count] = c;
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++m_count;
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}
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void Flush()
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{
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if (m_count == 0)
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return;
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glUseProgram(m_programId);
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float proj[16] = { 0.0f };
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g_camera.BuildProjectionMatrix(proj, 0.1f);
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glUniformMatrix4fv(m_projectionUniform, 1, GL_FALSE, proj);
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glBindVertexArray(m_vaoId);
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glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[0]);
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glBufferSubData(GL_ARRAY_BUFFER, 0, m_count * sizeof(b2Vec2), m_vertices);
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glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[1]);
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glBufferSubData(GL_ARRAY_BUFFER, 0, m_count * sizeof(b2Color), m_colors);
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glDrawArrays(GL_LINES, 0, m_count);
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sCheckGLError();
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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glUseProgram(0);
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m_count = 0;
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}
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||||
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enum { e_maxVertices = 2 * 512 };
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b2Vec2 m_vertices[e_maxVertices];
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b2Color m_colors[e_maxVertices];
|
||||
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||||
int32 m_count;
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GLuint m_vaoId;
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GLuint m_vboIds[2];
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GLuint m_programId;
|
||||
GLint m_projectionUniform;
|
||||
GLint m_vertexAttribute;
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||||
GLint m_colorAttribute;
|
||||
};
|
||||
|
||||
//
|
||||
struct GLRenderTriangles
|
||||
{
|
||||
void Create()
|
||||
{
|
||||
const char* vs = \
|
||||
"#version 330\n"
|
||||
"uniform mat4 projectionMatrix;\n"
|
||||
"layout(location = 0) in vec2 v_position;\n"
|
||||
"layout(location = 1) in vec4 v_color;\n"
|
||||
"out vec4 f_color;\n"
|
||||
"void main(void)\n"
|
||||
"{\n"
|
||||
" f_color = v_color;\n"
|
||||
" gl_Position = projectionMatrix * vec4(v_position, 0.0f, 1.0f);\n"
|
||||
"}\n";
|
||||
|
||||
const char* fs = \
|
||||
"#version 330\n"
|
||||
"in vec4 f_color;\n"
|
||||
"out vec4 color;\n"
|
||||
"void main(void)\n"
|
||||
"{\n"
|
||||
" color = f_color;\n"
|
||||
"}\n";
|
||||
|
||||
m_programId = sCreateShaderProgram(vs, fs);
|
||||
m_projectionUniform = glGetUniformLocation(m_programId, "projectionMatrix");
|
||||
m_vertexAttribute = 0;
|
||||
m_colorAttribute = 1;
|
||||
|
||||
// Generate
|
||||
glGenVertexArrays(1, &m_vaoId);
|
||||
glGenBuffers(2, m_vboIds);
|
||||
|
||||
glBindVertexArray(m_vaoId);
|
||||
glEnableVertexAttribArray(m_vertexAttribute);
|
||||
glEnableVertexAttribArray(m_colorAttribute);
|
||||
|
||||
// Vertex buffer
|
||||
glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[0]);
|
||||
glVertexAttribPointer(m_vertexAttribute, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(m_vertices), m_vertices, GL_DYNAMIC_DRAW);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[1]);
|
||||
glVertexAttribPointer(m_colorAttribute, 4, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(m_colors), m_colors, GL_DYNAMIC_DRAW);
|
||||
|
||||
sCheckGLError();
|
||||
|
||||
// Cleanup
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindVertexArray(0);
|
||||
|
||||
m_count = 0;
|
||||
}
|
||||
|
||||
void Destroy()
|
||||
{
|
||||
if (m_vaoId)
|
||||
{
|
||||
glDeleteVertexArrays(1, &m_vaoId);
|
||||
glDeleteBuffers(2, m_vboIds);
|
||||
m_vaoId = 0;
|
||||
}
|
||||
|
||||
if (m_programId)
|
||||
{
|
||||
glDeleteProgram(m_programId);
|
||||
m_programId = 0;
|
||||
}
|
||||
}
|
||||
|
||||
void Vertex(const b2Vec2& v, const b2Color& c)
|
||||
{
|
||||
if (m_count == e_maxVertices)
|
||||
Flush();
|
||||
|
||||
m_vertices[m_count] = v;
|
||||
m_colors[m_count] = c;
|
||||
++m_count;
|
||||
}
|
||||
|
||||
void Flush()
|
||||
{
|
||||
if (m_count == 0)
|
||||
return;
|
||||
|
||||
glUseProgram(m_programId);
|
||||
|
||||
float proj[16] = { 0.0f };
|
||||
g_camera.BuildProjectionMatrix(proj, 0.2f);
|
||||
|
||||
glUniformMatrix4fv(m_projectionUniform, 1, GL_FALSE, proj);
|
||||
|
||||
glBindVertexArray(m_vaoId);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[0]);
|
||||
glBufferSubData(GL_ARRAY_BUFFER, 0, m_count * sizeof(b2Vec2), m_vertices);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[1]);
|
||||
glBufferSubData(GL_ARRAY_BUFFER, 0, m_count * sizeof(b2Color), m_colors);
|
||||
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glDrawArrays(GL_TRIANGLES, 0, m_count);
|
||||
glDisable(GL_BLEND);
|
||||
|
||||
sCheckGLError();
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindVertexArray(0);
|
||||
glUseProgram(0);
|
||||
|
||||
m_count = 0;
|
||||
}
|
||||
|
||||
enum { e_maxVertices = 3 * 512 };
|
||||
b2Vec2 m_vertices[e_maxVertices];
|
||||
b2Color m_colors[e_maxVertices];
|
||||
|
||||
int32 m_count;
|
||||
|
||||
GLuint m_vaoId;
|
||||
GLuint m_vboIds[2];
|
||||
GLuint m_programId;
|
||||
GLint m_projectionUniform;
|
||||
GLint m_vertexAttribute;
|
||||
GLint m_colorAttribute;
|
||||
};
|
||||
|
||||
//
|
||||
DebugDraw::DebugDraw()
|
||||
{
|
||||
m_showUI = true;
|
||||
m_points = NULL;
|
||||
m_lines = NULL;
|
||||
m_triangles = NULL;
|
||||
}
|
||||
|
||||
//
|
||||
DebugDraw::~DebugDraw()
|
||||
{
|
||||
b2Assert(m_points == NULL);
|
||||
b2Assert(m_lines == NULL);
|
||||
b2Assert(m_triangles == NULL);
|
||||
}
|
||||
|
||||
//
|
||||
void DebugDraw::Create()
|
||||
{
|
||||
m_points = new GLRenderPoints;
|
||||
m_points->Create();
|
||||
m_lines = new GLRenderLines;
|
||||
m_lines->Create();
|
||||
m_triangles = new GLRenderTriangles;
|
||||
m_triangles->Create();
|
||||
}
|
||||
|
||||
//
|
||||
void DebugDraw::Destroy()
|
||||
{
|
||||
m_points->Destroy();
|
||||
delete m_points;
|
||||
m_points = NULL;
|
||||
|
||||
m_lines->Destroy();
|
||||
delete m_lines;
|
||||
m_lines = NULL;
|
||||
|
||||
m_triangles->Destroy();
|
||||
delete m_triangles;
|
||||
m_triangles = NULL;
|
||||
}
|
||||
|
||||
//
|
||||
void DebugDraw::DrawPolygon(const b2Vec2* vertices, int32 vertexCount, const b2Color& color)
|
||||
{
|
||||
b2Vec2 p1 = vertices[vertexCount - 1];
|
||||
for (int32 i = 0; i < vertexCount; ++i)
|
||||
{
|
||||
b2Vec2 p2 = vertices[i];
|
||||
m_lines->Vertex(p1, color);
|
||||
m_lines->Vertex(p2, color);
|
||||
p1 = p2;
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
void DebugDraw::DrawSolidPolygon(const b2Vec2* vertices, int32 vertexCount, const b2Color& color)
|
||||
{
|
||||
b2Color fillColor(0.5f * color.r, 0.5f * color.g, 0.5f * color.b, 0.5f);
|
||||
|
||||
for (int32 i = 1; i < vertexCount - 1; ++i)
|
||||
{
|
||||
m_triangles->Vertex(vertices[0], fillColor);
|
||||
m_triangles->Vertex(vertices[i], fillColor);
|
||||
m_triangles->Vertex(vertices[i + 1], fillColor);
|
||||
}
|
||||
|
||||
b2Vec2 p1 = vertices[vertexCount - 1];
|
||||
for (int32 i = 0; i < vertexCount; ++i)
|
||||
{
|
||||
b2Vec2 p2 = vertices[i];
|
||||
m_lines->Vertex(p1, color);
|
||||
m_lines->Vertex(p2, color);
|
||||
p1 = p2;
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
void DebugDraw::DrawCircle(const b2Vec2& center, float radius, const b2Color& color)
|
||||
{
|
||||
const float k_segments = 16.0f;
|
||||
const float k_increment = 2.0f * b2_pi / k_segments;
|
||||
float sinInc = sinf(k_increment);
|
||||
float cosInc = cosf(k_increment);
|
||||
b2Vec2 r1(1.0f, 0.0f);
|
||||
b2Vec2 v1 = center + radius * r1;
|
||||
for (int32 i = 0; i < k_segments; ++i)
|
||||
{
|
||||
// Perform rotation to avoid additional trigonometry.
|
||||
b2Vec2 r2;
|
||||
r2.x = cosInc * r1.x - sinInc * r1.y;
|
||||
r2.y = sinInc * r1.x + cosInc * r1.y;
|
||||
b2Vec2 v2 = center + radius * r2;
|
||||
m_lines->Vertex(v1, color);
|
||||
m_lines->Vertex(v2, color);
|
||||
r1 = r2;
|
||||
v1 = v2;
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
void DebugDraw::DrawSolidCircle(const b2Vec2& center, float radius, const b2Vec2& axis, const b2Color& color)
|
||||
{
|
||||
const float k_segments = 16.0f;
|
||||
const float k_increment = 2.0f * b2_pi / k_segments;
|
||||
float sinInc = sinf(k_increment);
|
||||
float cosInc = cosf(k_increment);
|
||||
b2Vec2 v0 = center;
|
||||
b2Vec2 r1(cosInc, sinInc);
|
||||
b2Vec2 v1 = center + radius * r1;
|
||||
b2Color fillColor(0.5f * color.r, 0.5f * color.g, 0.5f * color.b, 0.5f);
|
||||
for (int32 i = 0; i < k_segments; ++i)
|
||||
{
|
||||
// Perform rotation to avoid additional trigonometry.
|
||||
b2Vec2 r2;
|
||||
r2.x = cosInc * r1.x - sinInc * r1.y;
|
||||
r2.y = sinInc * r1.x + cosInc * r1.y;
|
||||
b2Vec2 v2 = center + radius * r2;
|
||||
m_triangles->Vertex(v0, fillColor);
|
||||
m_triangles->Vertex(v1, fillColor);
|
||||
m_triangles->Vertex(v2, fillColor);
|
||||
r1 = r2;
|
||||
v1 = v2;
|
||||
}
|
||||
|
||||
r1.Set(1.0f, 0.0f);
|
||||
v1 = center + radius * r1;
|
||||
for (int32 i = 0; i < k_segments; ++i)
|
||||
{
|
||||
b2Vec2 r2;
|
||||
r2.x = cosInc * r1.x - sinInc * r1.y;
|
||||
r2.y = sinInc * r1.x + cosInc * r1.y;
|
||||
b2Vec2 v2 = center + radius * r2;
|
||||
m_lines->Vertex(v1, color);
|
||||
m_lines->Vertex(v2, color);
|
||||
r1 = r2;
|
||||
v1 = v2;
|
||||
}
|
||||
|
||||
// Draw a line fixed in the circle to animate rotation.
|
||||
b2Vec2 p = center + radius * axis;
|
||||
m_lines->Vertex(center, color);
|
||||
m_lines->Vertex(p, color);
|
||||
}
|
||||
|
||||
//
|
||||
void DebugDraw::DrawSegment(const b2Vec2& p1, const b2Vec2& p2, const b2Color& color)
|
||||
{
|
||||
m_lines->Vertex(p1, color);
|
||||
m_lines->Vertex(p2, color);
|
||||
}
|
||||
|
||||
//
|
||||
void DebugDraw::DrawTransform(const b2Transform& xf)
|
||||
{
|
||||
const float k_axisScale = 0.4f;
|
||||
b2Color red(1.0f, 0.0f, 0.0f);
|
||||
b2Color green(0.0f, 1.0f, 0.0f);
|
||||
b2Vec2 p1 = xf.p, p2;
|
||||
|
||||
m_lines->Vertex(p1, red);
|
||||
p2 = p1 + k_axisScale * xf.q.GetXAxis();
|
||||
m_lines->Vertex(p2, red);
|
||||
|
||||
m_lines->Vertex(p1, green);
|
||||
p2 = p1 + k_axisScale * xf.q.GetYAxis();
|
||||
m_lines->Vertex(p2, green);
|
||||
}
|
||||
|
||||
//
|
||||
void DebugDraw::DrawPoint(const b2Vec2& p, float size, const b2Color& color)
|
||||
{
|
||||
m_points->Vertex(p, color, size);
|
||||
}
|
||||
|
||||
//
|
||||
void DebugDraw::DrawString(int x, int y, const char* string, ...)
|
||||
{
|
||||
if (m_showUI == false)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
va_list arg;
|
||||
va_start(arg, string);
|
||||
ImGui::Begin("Overlay", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoScrollbar);
|
||||
ImGui::SetCursorPos(ImVec2(float(x), float(y)));
|
||||
ImGui::TextColoredV(ImColor(230, 153, 153, 255), string, arg);
|
||||
ImGui::End();
|
||||
va_end(arg);
|
||||
}
|
||||
|
||||
//
|
||||
void DebugDraw::DrawString(const b2Vec2& pw, const char* string, ...)
|
||||
{
|
||||
b2Vec2 ps = g_camera.ConvertWorldToScreen(pw);
|
||||
|
||||
va_list arg;
|
||||
va_start(arg, string);
|
||||
ImGui::Begin("Overlay", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoScrollbar);
|
||||
ImGui::SetCursorPos(ImVec2(ps.x, ps.y));
|
||||
ImGui::TextColoredV(ImColor(230, 153, 153, 255), string, arg);
|
||||
ImGui::End();
|
||||
va_end(arg);
|
||||
}
|
||||
|
||||
//
|
||||
void DebugDraw::DrawAABB(b2AABB* aabb, const b2Color& c)
|
||||
{
|
||||
b2Vec2 p1 = aabb->lowerBound;
|
||||
b2Vec2 p2 = b2Vec2(aabb->upperBound.x, aabb->lowerBound.y);
|
||||
b2Vec2 p3 = aabb->upperBound;
|
||||
b2Vec2 p4 = b2Vec2(aabb->lowerBound.x, aabb->upperBound.y);
|
||||
|
||||
m_lines->Vertex(p1, c);
|
||||
m_lines->Vertex(p2, c);
|
||||
|
||||
m_lines->Vertex(p2, c);
|
||||
m_lines->Vertex(p3, c);
|
||||
|
||||
m_lines->Vertex(p3, c);
|
||||
m_lines->Vertex(p4, c);
|
||||
|
||||
m_lines->Vertex(p4, c);
|
||||
m_lines->Vertex(p1, c);
|
||||
}
|
||||
|
||||
//
|
||||
void DebugDraw::Flush()
|
||||
{
|
||||
m_triangles->Flush();
|
||||
m_lines->Flush();
|
||||
m_points->Flush();
|
||||
}
|
||||
Reference in New Issue
Block a user