Added width to trigger line rendering, abstracted PhysX away a bit
This commit is contained in:
@@ -1,20 +1,17 @@
|
||||
Entity_Id :: #type, isa s64;
|
||||
|
||||
Entity_Flags :: enum_flags u16 {
|
||||
NONE;
|
||||
RENDERABLE;
|
||||
COLLISION;
|
||||
PHYSICS;
|
||||
STATIC;
|
||||
TRIGGER;
|
||||
NONE :: 0;
|
||||
RENDERABLE :: 1;
|
||||
PHYSICS :: 2;
|
||||
|
||||
ANIMATED;
|
||||
ANIMATED :: 4;
|
||||
|
||||
SNAP_TO_GRID;
|
||||
UNIFORM_SCALE;
|
||||
SNAP_TO_GRID :: 8;
|
||||
UNIFORM_SCALE :: 16;
|
||||
|
||||
DONT_SAVE;
|
||||
DELETED;
|
||||
DONT_SAVE :: 32;
|
||||
DELETED :: 64;
|
||||
}
|
||||
|
||||
Renderable_Type :: enum {
|
||||
@@ -53,6 +50,52 @@ Renderable :: struct {
|
||||
|
||||
MAX_CHILDREN :: 16;
|
||||
|
||||
#if PHYSICS {
|
||||
Collider_Type :: enum {
|
||||
SPHERE;
|
||||
BOX;
|
||||
CAPSULE;
|
||||
}
|
||||
|
||||
Physics_Lock :: enum_flags u8 {
|
||||
LINEAR_X;
|
||||
LINEAR_Y;
|
||||
LINEAR_Z;
|
||||
ANGULAR_X;
|
||||
ANGULAR_Y;
|
||||
ANGULAR_Z;
|
||||
}
|
||||
|
||||
Physics_Body :: struct {
|
||||
enabled: bool;
|
||||
trigger: bool;
|
||||
dynamic: bool;
|
||||
velocity: Vector3;
|
||||
|
||||
static_friction: float;
|
||||
dynamic_friction: float;
|
||||
restitution: float;
|
||||
|
||||
lock: Physics_Lock;
|
||||
|
||||
type: Collider_Type;
|
||||
union {
|
||||
sphere : struct {
|
||||
radius: float;
|
||||
}
|
||||
box : struct {
|
||||
half_extent: Vector3;
|
||||
}
|
||||
capsule : struct {
|
||||
radius: float;
|
||||
half_height: float;
|
||||
}
|
||||
}
|
||||
|
||||
physx_handle: PhysX_Handle;
|
||||
}
|
||||
}
|
||||
|
||||
Entity :: struct {
|
||||
name: string;
|
||||
|
||||
@@ -79,10 +122,7 @@ Entity :: struct {
|
||||
animator: Animator; @DontSerialize
|
||||
|
||||
#if PHYSICS {
|
||||
// Physics
|
||||
physx_handle: PhysX_Handle;
|
||||
velocity: Vector3;
|
||||
// End physics
|
||||
physics: Physics_Body; @DontSerialize
|
||||
}
|
||||
|
||||
#if NETWORKING {
|
||||
|
||||
@@ -83,6 +83,7 @@ coven_init :: (window_title: string, window_width: u32, window_height: u32, full
|
||||
init_input();
|
||||
init_audio_system();
|
||||
init_console();
|
||||
init_line_rendering();
|
||||
|
||||
#if PHYSICS {
|
||||
init_physx();
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
PHYSX_DEFAULT_SHAPE_FLAGS :: cast(u8)(PhysX.PxShapeFlags.Visualization | PhysX.PxShapeFlags.SceneQueryShape | PhysX.PxShapeFlags.SimulationShape);
|
||||
PHYSX_DEFAULT_SIMULATION_SHAPE_FLAGS :: cast(u8)(PhysX.PxShapeFlags.Visualization | PhysX.PxShapeFlags.SceneQueryShape | PhysX.PxShapeFlags.SimulationShape);
|
||||
PHYSX_DEFAULT_TRIGGER_SHAPE_FLAGS :: cast(u8)(PhysX.PxShapeFlags.Visualization | PhysX.PxShapeFlags.SceneQueryShape | PhysX.PxShapeFlags.TriggerShape);
|
||||
|
||||
PhysX_Handle :: #type, distinct u32;
|
||||
|
||||
@@ -44,6 +45,33 @@ init_physx :: () {
|
||||
|
||||
dispatcher = PhysX.PxDefaultCpuDispatcherCreate(2);
|
||||
material = PhysX.PxPhysics_createMaterial(physics, 0.0, 0.0, 0.6);
|
||||
|
||||
// Callbacks
|
||||
info : PhysX.SimulationEventCallbackInfo;
|
||||
info.triggerCallback = on_physx_trigger;
|
||||
event_callback = PhysX.create_simulation_event_callbacks(*info);
|
||||
}
|
||||
|
||||
internal_on_trigger_enter :: (trigger: *Entity, other: *Entity) {
|
||||
print("% entered by %\n", trigger.type, other.type);
|
||||
}
|
||||
|
||||
internal_on_trigger_exit :: (trigger: *Entity, other: *Entity) {
|
||||
print("% exited by %\n", trigger.type, other.type);
|
||||
}
|
||||
|
||||
on_physx_trigger :: (_u: *void, pair: *PhysX.PxTriggerPair, count: u32) #c_call {
|
||||
push_context {
|
||||
trigger := cast(*Entity)pair.triggerActor.userData;
|
||||
other := cast(*Entity)pair.otherActor.userData;
|
||||
|
||||
status := cast(PhysX.PxPairFlags)pair.status;
|
||||
if status & .NotifyTouchFound {
|
||||
internal_on_trigger_enter(trigger, other);
|
||||
} else if status & .NotifyTouchLost {
|
||||
internal_on_trigger_exit(trigger, other);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
tick_physx :: (scene: *PhysX_Scene, dt: float) {
|
||||
@@ -60,6 +88,7 @@ init_physx_scene :: (game_scene: *Scene) {
|
||||
scene_desc.gravity.y = -9.81;
|
||||
|
||||
scene_desc.cpuDispatcher = xx dispatcher;
|
||||
scene_desc.simulationEventCallback = event_callback;
|
||||
PhysX.set_default_filter_shader(*scene_desc);
|
||||
|
||||
scene := PhysX.PxPhysics_createScene(physics, *scene_desc);
|
||||
@@ -86,11 +115,15 @@ deinit_physx_scene :: (game_scene: *Scene) {
|
||||
|
||||
pre_physx_sync :: (game_scene: *Scene) {
|
||||
for game_scene.entities {
|
||||
if it.physx_handle != 0 {
|
||||
// @Incomplete: Update the transform!
|
||||
physx_actor := parray_get(*game_scene.physx_scene.actors, it.physx_handle);
|
||||
if physx_actor.type == .DYNAMIC {
|
||||
PhysX.PxRigidDynamic_setLinearVelocity(physx_actor.dynamic, *it.velocity, true);
|
||||
if it.flags & .PHYSICS {
|
||||
if it.physics.physx_handle != 0 {
|
||||
// @Incomplete: Update the transform!
|
||||
physx_actor := parray_get(*game_scene.physx_scene.actors, it.physics.physx_handle);
|
||||
if physx_actor.type == .DYNAMIC {
|
||||
PhysX.PxRigidDynamic_setLinearVelocity(physx_actor.dynamic, *it.physics.velocity, true);
|
||||
}
|
||||
} else {
|
||||
create_physx_actor(it);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -98,33 +131,106 @@ pre_physx_sync :: (game_scene: *Scene) {
|
||||
|
||||
post_physx_sync :: (game_scene: *Scene) {
|
||||
for game_scene.entities {
|
||||
if it.physx_handle != 0 {
|
||||
physx_actor := parray_get(*game_scene.physx_scene.actors, it.physx_handle);
|
||||
if physx_actor.type == .DYNAMIC {
|
||||
vel := PhysX.PxRigidDynamic_getLinearVelocity(physx_actor.dynamic);
|
||||
it.velocity = vel;
|
||||
if it.flags & .PHYSICS {
|
||||
if it.physics.physx_handle != 0 {
|
||||
physx_actor := parray_get(*game_scene.physx_scene.actors, it.physics.physx_handle);
|
||||
if physx_actor.type == .DYNAMIC {
|
||||
vel := PhysX.PxRigidDynamic_getLinearVelocity(physx_actor.dynamic);
|
||||
it.physics.velocity = vel;
|
||||
|
||||
transform := PhysX.PxRigidActor_getGlobalPose(physx_actor.dynamic);
|
||||
transform := PhysX.PxRigidActor_getGlobalPose(physx_actor.dynamic);
|
||||
|
||||
if physx_actor.sync_rotation_from_physx {
|
||||
set_position_rotation(it, transform.p, transform.q);
|
||||
} else {
|
||||
set_position(it, transform.p);
|
||||
if physx_actor.sync_rotation_from_physx {
|
||||
set_position_rotation(it, transform.p, transform.q);
|
||||
} else {
|
||||
set_position(it, transform.p);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
create_physx_actor :: (e: *Entity) {
|
||||
actor : *PhysX.PxRigidActor;
|
||||
transform : PhysX.PxTransform;
|
||||
|
||||
if e.physics.type == .CAPSULE {
|
||||
angle := PI * 0.5;
|
||||
half_angle := angle * 0.5;
|
||||
|
||||
sin_half := sin(half_angle);
|
||||
cos_half := cos(half_angle);
|
||||
|
||||
rotation := Quaternion.{0, 0, sin(-PI * 0.25), cos(-PI * 0.25)};
|
||||
transform = PhysX.PxTransform_new(*e.transform.position, *rotation);
|
||||
} else {
|
||||
transform = PhysX.PxTransform_new(*e.transform.position, *e.transform.orientation);
|
||||
}
|
||||
|
||||
if e.physics.dynamic {
|
||||
dynamic := PhysX.PxPhysics_createRigidDynamic(physics, *transform);
|
||||
actor = dynamic;
|
||||
|
||||
if e.physics.lock & .ANGULAR_X {
|
||||
PhysX.PxRigidDynamic_setRigidDynamicLockFlag(dynamic, xx PhysX.PxRigidDynamicLockFlags.LockAngularX, true);
|
||||
}
|
||||
if e.physics.lock & .ANGULAR_Y {
|
||||
PhysX.PxRigidDynamic_setRigidDynamicLockFlag(dynamic, xx PhysX.PxRigidDynamicLockFlags.LockAngularY, true);
|
||||
}
|
||||
if e.physics.lock & .ANGULAR_Z {
|
||||
PhysX.PxRigidDynamic_setRigidDynamicLockFlag(dynamic, xx PhysX.PxRigidDynamicLockFlags.LockAngularZ, true);
|
||||
}
|
||||
} else {
|
||||
actor = PhysX.PxPhysics_createRigidStatic(physics, *transform);
|
||||
}
|
||||
|
||||
material := PhysX.PxPhysics_createMaterial(physics, e.physics.static_friction, e.physics.dynamic_friction, e.physics.restitution);
|
||||
geo : *PhysX.PxGeometry;
|
||||
|
||||
actor.userData = e;
|
||||
|
||||
if e.physics.type == {
|
||||
case .SPHERE; {
|
||||
geo = PhysX.PxSphereGeometry_new(e.physics.sphere.radius);
|
||||
}
|
||||
case .BOX; {
|
||||
geo = PhysX.PxBoxGeometry_new(e.physics.box.half_extent*e.transform.scale);
|
||||
}
|
||||
case .CAPSULE; {
|
||||
geo = PhysX.PxCapsuleGeometry_new(e.physics.capsule.radius, e.physics.capsule.half_height-e.physics.capsule.radius);
|
||||
}
|
||||
}
|
||||
|
||||
shape := PhysX.PxPhysics_createShape(physics, geo, material, false, ifx e.physics.trigger then PHYSX_DEFAULT_TRIGGER_SHAPE_FLAGS else PHYSX_DEFAULT_SIMULATION_SHAPE_FLAGS);
|
||||
|
||||
PhysX.PxRigidActor_attachShape(actor, shape);
|
||||
|
||||
PhysX.PxScene_addActor(e.scene.physx_scene.scene, actor, null);
|
||||
|
||||
PhysX.PxShape_release(shape);
|
||||
PhysX.PxBase_release(material);
|
||||
|
||||
physics_actor : PhysX_Actor;
|
||||
physics_actor.type = ifx e.physics.dynamic then .DYNAMIC else .STATIC;
|
||||
physics_actor.sync_rotation_from_physx = e.physics.type != .CAPSULE; // @Incomplete
|
||||
|
||||
if physics_actor.type == .DYNAMIC {
|
||||
physics_actor.dynamic = xx actor;
|
||||
} else {
|
||||
physics_actor.static = xx actor;
|
||||
}
|
||||
|
||||
e.physics.physx_handle = parray_add(*e.scene.physx_scene.actors, physics_actor);
|
||||
e.physics.enabled = true;
|
||||
}
|
||||
|
||||
add_physx_sphere :: (entity: *Entity, radius: float) -> PhysX_Handle {
|
||||
geo := PhysX.PxSphereGeometry_new(radius);
|
||||
|
||||
transform := PhysX.PxTransform_new(*entity.transform.position);
|
||||
actor := PhysX.PxPhysics_createRigidDynamic(physics, *transform);
|
||||
//PhysX.PxRigidDynamic_setRigidDynamicLockFlag(actor, xx PhysX.PxRigidDynamicLockFlags.LockAngularX, true);
|
||||
//PhysX.PxRigidDynamic_setRigidDynamicLockFlag(actor, xx PhysX.PxRigidDynamicLockFlags.LockAngularY, true);
|
||||
//PhysX.PxRigidDynamic_setRigidDynamicLockFlag(actor, xx PhysX.PxRigidDynamicLockFlags.LockAngularZ, true);
|
||||
actor.userData = entity;
|
||||
|
||||
material := PhysX.PxPhysics_createMaterial(physics, 0.1, 0.1, 0.5);
|
||||
|
||||
@@ -160,7 +266,10 @@ add_physx_capsule :: (entity: *Entity, half_height: float, radius: float) -> Phy
|
||||
rotation := Quaternion.{0, 0, sin(-PI * 0.25), cos(-PI * 0.25)};
|
||||
|
||||
transform := PhysX.PxTransform_new(*entity.transform.position, *rotation);
|
||||
|
||||
actor := PhysX.PxPhysics_createRigidDynamic(physics, *transform);
|
||||
actor.userData = entity;
|
||||
|
||||
PhysX.PxRigidDynamic_setRigidDynamicLockFlag(actor, xx PhysX.PxRigidDynamicLockFlags.LockAngularX, true);
|
||||
PhysX.PxRigidDynamic_setRigidDynamicLockFlag(actor, xx PhysX.PxRigidDynamicLockFlags.LockAngularY, true);
|
||||
PhysX.PxRigidDynamic_setRigidDynamicLockFlag(actor, xx PhysX.PxRigidDynamicLockFlags.LockAngularZ, true);
|
||||
@@ -184,7 +293,7 @@ add_physx_capsule :: (entity: *Entity, half_height: float, radius: float) -> Phy
|
||||
physics_actor.dynamic = actor;
|
||||
|
||||
entity.physx_handle = parray_add(*entity.scene.physx_scene.actors, physics_actor);
|
||||
return entity.physx_handle;
|
||||
return entity.physics.physx_handle;
|
||||
}
|
||||
|
||||
add_physx_box :: (entity: *Entity, half_extent: Vector3, offset: Vector3 = .{}) -> PhysX_Handle {
|
||||
@@ -193,6 +302,7 @@ add_physx_box :: (entity: *Entity, half_extent: Vector3, offset: Vector3 = .{})
|
||||
t := PhysX.PxTransform_new(*pos, *entity.transform.orientation);
|
||||
|
||||
body := PhysX.PxPhysics_createRigidStatic(physics, *t);
|
||||
body.userData = entity;
|
||||
PhysX.PxRigidActor_attachShape(body, shape);
|
||||
PhysX.PxScene_addActor(entity.scene.physx_scene.scene, body, null);
|
||||
|
||||
@@ -203,7 +313,7 @@ add_physx_box :: (entity: *Entity, half_extent: Vector3, offset: Vector3 = .{})
|
||||
physics_actor.static = body;
|
||||
|
||||
entity.physx_handle = parray_add(*entity.scene.physx_scene.actors, physics_actor);
|
||||
return entity.physx_handle;
|
||||
return entity.physics.physx_handle;
|
||||
|
||||
}
|
||||
|
||||
@@ -254,4 +364,5 @@ default_allocator : PhysX.PxAllocatorCallback;
|
||||
default_error_callback : PhysX.PxErrorCallback;
|
||||
default_filter_shader : PhysX.SimulationFilterShader;
|
||||
dispatcher : *PhysX.PxDefaultCpuDispatcher;
|
||||
event_callback : *PhysX.PxSimulationEventCallback;
|
||||
|
||||
|
||||
89
renderer/line_rendering.jai
Normal file
89
renderer/line_rendering.jai
Normal file
@@ -0,0 +1,89 @@
|
||||
MAX_LINES :: 4096;
|
||||
line_pipeline: Pipeline_State_Handle;
|
||||
|
||||
Line_Point :: struct {
|
||||
position: Vector3;
|
||||
width: float;
|
||||
}
|
||||
|
||||
Line :: struct {
|
||||
points: Static_Array(Line_Point, 1024);
|
||||
color: Color;
|
||||
}
|
||||
|
||||
lines: [..] Line;
|
||||
|
||||
init_line_rendering :: () {
|
||||
line_vertex_buffer = create_vertex_buffer(engine.renderer, null, size_of(Line_Vertex) * MAX_LINES * 6, stride=size_of(Line_Vertex), mappable=true);
|
||||
|
||||
{
|
||||
vs := create_vertex_shader(engine.renderer, "../assets/shaders/line.hlsl", "VS", mesh_data_types = .[.POSITION, .COLOR]);
|
||||
ps := create_pixel_shader(engine.renderer, "../assets/shaders/line.hlsl", "PS");
|
||||
|
||||
line_pipeline = create_pipeline_state(engine.renderer, vs, ps, blend_type=.TRANSPARENT);
|
||||
}
|
||||
|
||||
array_reserve(*lines, 4096);
|
||||
}
|
||||
|
||||
begin_line :: (color: Color) {
|
||||
current_line = .{};
|
||||
current_line.color = color;
|
||||
}
|
||||
|
||||
end_line :: () {
|
||||
array_add(*lines, current_line);
|
||||
}
|
||||
|
||||
add_line_point :: (position: Vector3, width: float) {
|
||||
array_add(*current_line.points, .{position, width});
|
||||
}
|
||||
|
||||
add_line :: (from: Vector3, to: Vector3, color: Color = .{1,1,1,1}, line_width: float = 0.1) {
|
||||
hw := line_width*0.5; // @Incomplete
|
||||
|
||||
up := -engine.current_scene.camera.forward;
|
||||
forward := normalize(to - from);
|
||||
right := cross(up, forward);
|
||||
|
||||
line_dir := normalize(to - from);
|
||||
view_dir := normalize(engine.current_scene.camera.position - (from + to) * 0.5);
|
||||
offset_dir := normalize(cross(line_dir, view_dir)) * hw;
|
||||
|
||||
array_add(*line_vertices, .{from + offset_dir, color});
|
||||
array_add(*line_vertices, .{to + offset_dir, color});
|
||||
array_add(*line_vertices, .{from - offset_dir, color});
|
||||
|
||||
array_add(*line_vertices, .{to + offset_dir, color});
|
||||
array_add(*line_vertices, .{to - offset_dir, color});
|
||||
array_add(*line_vertices, .{from - offset_dir, color});
|
||||
}
|
||||
|
||||
render_lines :: () {
|
||||
if line_vertices.count > 0 {
|
||||
upload_data_to_buffer(engine.renderer, line_vertex_buffer, line_vertices.data, size_of(Line_Vertex) * line_vertices.count);
|
||||
|
||||
push_cmd_set_draw_mode(engine.renderer, .FILL);
|
||||
push_cmd_set_depth_write(engine.renderer, true);
|
||||
push_cmd_set_cull_face(engine.renderer, .NONE);
|
||||
push_cmd_set_pipeline_state(engine.renderer, line_pipeline);
|
||||
|
||||
push_cmd_set_constant_buffer(engine.renderer, 0, engine.camera_buffer, .VERTEX);
|
||||
|
||||
push_cmd_set_vertex_buffer(engine.renderer, line_vertex_buffer);
|
||||
|
||||
push_cmd_draw(engine.renderer, xx line_vertices.count);
|
||||
}
|
||||
|
||||
line_vertices.count = 0;
|
||||
}
|
||||
|
||||
#scope_file
|
||||
|
||||
Line_Vertex :: struct {
|
||||
position: Vector3;
|
||||
color: Color;
|
||||
}
|
||||
|
||||
line_vertex_buffer: Buffer_Handle;
|
||||
line_vertices: [..] Line_Vertex;
|
||||
@@ -1,3 +1,5 @@
|
||||
#load "line_rendering.jai";
|
||||
|
||||
TRIGGER_VERTEX_SHADER :: #string END
|
||||
cbuffer CameraData : register(b0)
|
||||
{
|
||||
@@ -59,65 +61,28 @@ init_trigger_line_rendering :: () {
|
||||
}
|
||||
|
||||
render_trigger_lines :: () {
|
||||
vertices: [..] Trigger_Line_Vertex;
|
||||
vertices.allocator = temp;
|
||||
|
||||
for e: engine.current_scene.entities {
|
||||
if e.collider.render_aabb {
|
||||
color := e.collider.aabb_color;
|
||||
scale := e.transform.scale;
|
||||
aabb := e.collider.aabb;
|
||||
if e.physics.type == .BOX {
|
||||
color := Color.{0,0,1,1};//e.collider.aabb_color;
|
||||
aabb := AABB.{-e.physics.box.half_extent, e.physics.box.half_extent};
|
||||
|
||||
min := transform_position(aabb.min, e.transform.model_matrix);
|
||||
max := transform_position(aabb.max, e.transform.model_matrix);
|
||||
min := aabb.min;
|
||||
max := aabb.max;
|
||||
|
||||
array_add(*vertices, .{.{min.x, min.y, min.z}, color});
|
||||
array_add(*vertices, .{.{min.x, min.y, max.z}, color});
|
||||
|
||||
array_add(*vertices, .{.{max.x, min.y, min.z}, color});
|
||||
array_add(*vertices, .{.{max.x, min.y, max.z}, color});
|
||||
|
||||
array_add(*vertices, .{.{min.x, max.y, min.z}, color});
|
||||
array_add(*vertices, .{.{min.x, max.y, max.z}, color});
|
||||
|
||||
array_add(*vertices, .{.{max.x, max.y, min.z}, color});
|
||||
array_add(*vertices, .{.{max.x, max.y, max.z}, color});
|
||||
|
||||
array_add(*vertices, .{.{min.x, min.y, min.z}, color});
|
||||
array_add(*vertices, .{.{min.x, max.y, min.z}, color});
|
||||
|
||||
array_add(*vertices, .{.{max.x, min.y, min.z}, color});
|
||||
array_add(*vertices, .{.{max.x, max.y, min.z}, color});
|
||||
|
||||
array_add(*vertices, .{.{max.x, min.y, max.z}, color});
|
||||
array_add(*vertices, .{.{max.x, max.y, max.z}, color});
|
||||
|
||||
array_add(*vertices, .{.{min.x, min.y, max.z}, color});
|
||||
array_add(*vertices, .{.{min.x, max.y, max.z}, color});
|
||||
|
||||
array_add(*vertices, .{.{min.x, min.y, min.z}, color});
|
||||
array_add(*vertices, .{.{max.x, min.y, min.z}, color});
|
||||
array_add(*vertices, .{.{min.x, max.y, min.z}, color});
|
||||
array_add(*vertices, .{.{max.x, max.y, min.z}, color});
|
||||
|
||||
array_add(*vertices, .{.{min.x, min.y, max.z}, color});
|
||||
array_add(*vertices, .{.{max.x, min.y, max.z}, color});
|
||||
|
||||
array_add(*vertices, .{.{min.x, max.y, max.z}, color});
|
||||
array_add(*vertices, .{.{max.x, max.y, max.z}, color});
|
||||
add_line(transform_position(.{min.x, min.y, min.z}, e.transform.model_matrix), transform_position(.{min.x, min.y, max.z}, e.transform.model_matrix), color);
|
||||
add_line(transform_position(.{max.x, min.y, min.z}, e.transform.model_matrix), transform_position(.{max.x, min.y, max.z}, e.transform.model_matrix), color);
|
||||
add_line(transform_position(.{min.x, max.y, min.z}, e.transform.model_matrix), transform_position(.{min.x, max.y, max.z}, e.transform.model_matrix), color);
|
||||
add_line(transform_position(.{max.x, max.y, min.z}, e.transform.model_matrix), transform_position(.{max.x, max.y, max.z}, e.transform.model_matrix), color);
|
||||
add_line(transform_position(.{min.x, min.y, min.z}, e.transform.model_matrix), transform_position(.{min.x, max.y, min.z}, e.transform.model_matrix), color);
|
||||
add_line(transform_position(.{max.x, min.y, min.z}, e.transform.model_matrix), transform_position(.{max.x, max.y, min.z}, e.transform.model_matrix), color);
|
||||
add_line(transform_position(.{max.x, min.y, max.z}, e.transform.model_matrix), transform_position(.{max.x, max.y, max.z}, e.transform.model_matrix), color);
|
||||
add_line(transform_position(.{min.x, min.y, max.z}, e.transform.model_matrix), transform_position(.{min.x, max.y, max.z}, e.transform.model_matrix), color);
|
||||
add_line(transform_position(.{min.x, min.y, min.z}, e.transform.model_matrix), transform_position(.{max.x, min.y, min.z}, e.transform.model_matrix), color);
|
||||
add_line(transform_position(.{min.x, max.y, min.z}, e.transform.model_matrix), transform_position(.{max.x, max.y, min.z}, e.transform.model_matrix), color);
|
||||
add_line(transform_position(.{min.x, min.y, max.z}, e.transform.model_matrix), transform_position(.{max.x, min.y, max.z}, e.transform.model_matrix), color);
|
||||
add_line(transform_position(.{min.x, max.y, max.z}, e.transform.model_matrix), transform_position(.{max.x, max.y, max.z}, e.transform.model_matrix), color);
|
||||
}
|
||||
}
|
||||
|
||||
upload_data_to_buffer(engine.renderer, trigger_line_buffer, vertices.data, vertices.count * size_of(Trigger_Line_Vertex));
|
||||
|
||||
push_cmd_set_draw_mode(engine.renderer, .WIREFRAME);
|
||||
push_cmd_set_depth_write(engine.renderer, true);
|
||||
push_cmd_set_cull_face(engine.renderer, .NONE);
|
||||
push_cmd_set_pipeline_state(engine.renderer, trigger_pipeline);
|
||||
|
||||
push_cmd_set_constant_buffer(engine.renderer, 0, engine.camera_buffer, .VERTEX);
|
||||
|
||||
push_cmd_set_vertex_buffer(engine.renderer, trigger_line_buffer);
|
||||
|
||||
push_cmd_draw(engine.renderer, xx vertices.count, 0, topology=.LINE_LIST);
|
||||
render_lines();
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user