mirror of
https://github.com/MihailRis/voxelcore.git
synced 2026-10-05 11:01:49 +00:00
151 lines
4.5 KiB
C++
151 lines
4.5 KiB
C++
#include "DebugLinesRenderer.hpp"
|
|
|
|
#include "graphics/core/Shader.hpp"
|
|
#include "window/Camera.hpp"
|
|
#include "graphics/core/LineBatch.hpp"
|
|
#include "graphics/core/DrawContext.hpp"
|
|
#include "graphics/render/LinesRenderer.hpp"
|
|
#include "world/Level.hpp"
|
|
#include "voxels/Chunk.hpp"
|
|
#include "voxels/Pathfinding.hpp"
|
|
#include "maths/voxmaths.hpp"
|
|
|
|
bool DebugLinesRenderer::showPaths = false;
|
|
|
|
static void draw_route(
|
|
LinesRenderer& lines, const voxels::Agent& agent
|
|
) {
|
|
const auto& route = agent.route;
|
|
if (!route.found)
|
|
return;
|
|
|
|
for (int i = 1; i < route.nodes.size(); i++) {
|
|
const auto& a = route.nodes.at(i - 1);
|
|
const auto& b = route.nodes.at(i);
|
|
|
|
if (i == 1) {
|
|
lines.pushLine(
|
|
glm::vec3(a.pos) + glm::vec3(0.5f),
|
|
glm::vec3(a.pos) + glm::vec3(0.5f, 1.0f, 0.5f),
|
|
glm::vec4(1, 1, 1, 1)
|
|
);
|
|
}
|
|
|
|
lines.pushLine(
|
|
glm::vec3(a.pos) + glm::vec3(0.5f),
|
|
glm::vec3(b.pos) + glm::vec3(0.5f),
|
|
glm::vec4(1, 0, 1, 1)
|
|
);
|
|
|
|
lines.pushLine(
|
|
glm::vec3(b.pos) + glm::vec3(0.5f),
|
|
glm::vec3(b.pos) + glm::vec3(0.5f, 1.0f, 0.5f),
|
|
glm::vec4(1, 1, 1, 1)
|
|
);
|
|
}
|
|
}
|
|
|
|
void DebugLinesRenderer::drawBorders(
|
|
LineBatch& batch, int sx, int sy, int sz, int ex, int ey, int ez
|
|
) {
|
|
int ww = ex - sx;
|
|
int dd = ez - sz;
|
|
/*corner*/ {
|
|
batch.line(sx, sy, sz, sx, ey, sz, 0.8f, 0, 0.8f, 1);
|
|
batch.line(sx, sy, ez, sx, ey, ez, 0.8f, 0, 0.8f, 1);
|
|
batch.line(ex, sy, sz, ex, ey, sz, 0.8f, 0, 0.8f, 1);
|
|
batch.line(ex, sy, ez, ex, ey, ez, 0.8f, 0, 0.8f, 1);
|
|
}
|
|
for (int i = 2; i < ww; i += 2) {
|
|
batch.line(sx + i, sy, sz, sx + i, ey, sz, 0, 0, 0.8f, 1);
|
|
batch.line(sx + i, sy, ez, sx + i, ey, ez, 0, 0, 0.8f, 1);
|
|
}
|
|
for (int i = 2; i < dd; i += 2) {
|
|
batch.line(sx, sy, sz + i, sx, ey, sz + i, 0.8f, 0, 0, 1);
|
|
batch.line(ex, sy, sz + i, ex, ey, sz + i, 0.8f, 0, 0, 1);
|
|
}
|
|
for (int i = sy; i < ey; i += 2) {
|
|
batch.line(sx, i, sz, sx, i, ez, 0, 0.8f, 0, 1);
|
|
batch.line(sx, i, ez, ex, i, ez, 0, 0.8f, 0, 1);
|
|
batch.line(ex, i, ez, ex, i, sz, 0, 0.8f, 0, 1);
|
|
batch.line(ex, i, sz, sx, i, sz, 0, 0.8f, 0, 1);
|
|
}
|
|
batch.flush();
|
|
}
|
|
|
|
void DebugLinesRenderer::drawCoordSystem(
|
|
LineBatch& batch, const DrawContext& pctx, float length
|
|
) {
|
|
auto ctx = pctx.sub();
|
|
ctx.setDepthTest(false);
|
|
batch.lineWidth(4.0f);
|
|
batch.line(0.f, 0.f, 0.f, length, 0.f, 0.f, 0.f, 0.f, 0.f, 1.f);
|
|
batch.line(0.f, 0.f, 0.f, 0.f, length, 0.f, 0.f, 0.f, 0.f, 1.f);
|
|
batch.line(0.f, 0.f, 0.f, 0.f, 0.f, length, 0.f, 0.f, 0.f, 1.f);
|
|
batch.flush();
|
|
|
|
ctx.setDepthTest(true);
|
|
batch.lineWidth(2.0f);
|
|
batch.line(0.f, 0.f, 0.f, length, 0.f, 0.f, 1.f, 0.f, 0.f, 1.f);
|
|
batch.line(0.f, 0.f, 0.f, 0.f, length, 0.f, 0.f, 1.f, 0.f, 1.f);
|
|
batch.line(0.f, 0.f, 0.f, 0.f, 0.f, length, 0.f, 0.f, 1.f, 1.f);
|
|
}
|
|
|
|
|
|
void DebugLinesRenderer::render(
|
|
DrawContext& pctx,
|
|
const Camera& camera,
|
|
LinesRenderer& renderer,
|
|
LineBatch& linesBatch,
|
|
Shader& linesShader,
|
|
bool showChunkBorders
|
|
) {
|
|
// In-world lines
|
|
if (showPaths) {
|
|
for (const auto& [_, agent] : level.pathfinding->getAgents()) {
|
|
draw_route(renderer, agent);
|
|
}
|
|
}
|
|
DrawContext ctx = pctx.sub(&linesBatch);
|
|
const auto& viewport = ctx.getViewport();
|
|
|
|
ctx.setDepthTest(true);
|
|
|
|
linesShader.use();
|
|
|
|
if (showChunkBorders) {
|
|
linesShader.uniformMatrix("u_projview", camera.getProjView());
|
|
glm::vec3 coord = camera.position;
|
|
if (coord.x < 0) coord.x--;
|
|
if (coord.z < 0) coord.z--;
|
|
int cx = floordiv(static_cast<int>(coord.x), CHUNK_W);
|
|
int cz = floordiv(static_cast<int>(coord.z), CHUNK_D);
|
|
|
|
drawBorders(
|
|
linesBatch,
|
|
cx * CHUNK_W,
|
|
0,
|
|
cz * CHUNK_D,
|
|
(cx + 1) * CHUNK_W,
|
|
CHUNK_H,
|
|
(cz + 1) * CHUNK_D
|
|
);
|
|
}
|
|
|
|
float length = 40.f;
|
|
glm::vec3 tsl(viewport.x / 2, viewport.y / 2, 0.f);
|
|
glm::mat4 model(glm::translate(glm::mat4(1.f), tsl));
|
|
linesShader.uniformMatrix(
|
|
"u_projview",
|
|
glm::ortho(
|
|
0.f,
|
|
static_cast<float>(viewport.x),
|
|
0.f,
|
|
static_cast<float>(viewport.y),
|
|
-length,
|
|
length
|
|
) * model *
|
|
glm::inverse(camera.rotation)
|
|
);
|
|
drawCoordSystem(linesBatch, ctx, length);
|
|
}
|