Added width to trigger line rendering, abstracted PhysX away a bit
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@@ -1,3 +1,5 @@
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#load "line_rendering.jai";
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TRIGGER_VERTEX_SHADER :: #string END
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cbuffer CameraData : register(b0)
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{
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@@ -59,65 +61,28 @@ init_trigger_line_rendering :: () {
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}
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render_trigger_lines :: () {
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vertices: [..] Trigger_Line_Vertex;
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vertices.allocator = temp;
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for e: engine.current_scene.entities {
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if e.collider.render_aabb {
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color := e.collider.aabb_color;
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scale := e.transform.scale;
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aabb := e.collider.aabb;
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if e.physics.type == .BOX {
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color := Color.{0,0,1,1};//e.collider.aabb_color;
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aabb := AABB.{-e.physics.box.half_extent, e.physics.box.half_extent};
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min := transform_position(aabb.min, e.transform.model_matrix);
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max := transform_position(aabb.max, e.transform.model_matrix);
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min := aabb.min;
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max := aabb.max;
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array_add(*vertices, .{.{min.x, min.y, min.z}, color});
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array_add(*vertices, .{.{min.x, min.y, max.z}, color});
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array_add(*vertices, .{.{max.x, min.y, min.z}, color});
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array_add(*vertices, .{.{max.x, min.y, max.z}, color});
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array_add(*vertices, .{.{min.x, max.y, min.z}, color});
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array_add(*vertices, .{.{min.x, max.y, max.z}, color});
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array_add(*vertices, .{.{max.x, max.y, min.z}, color});
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array_add(*vertices, .{.{max.x, max.y, max.z}, color});
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array_add(*vertices, .{.{min.x, min.y, min.z}, color});
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array_add(*vertices, .{.{min.x, max.y, min.z}, color});
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array_add(*vertices, .{.{max.x, min.y, min.z}, color});
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array_add(*vertices, .{.{max.x, max.y, min.z}, color});
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array_add(*vertices, .{.{max.x, min.y, max.z}, color});
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array_add(*vertices, .{.{max.x, max.y, max.z}, color});
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array_add(*vertices, .{.{min.x, min.y, max.z}, color});
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array_add(*vertices, .{.{min.x, max.y, max.z}, color});
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array_add(*vertices, .{.{min.x, min.y, min.z}, color});
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array_add(*vertices, .{.{max.x, min.y, min.z}, color});
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array_add(*vertices, .{.{min.x, max.y, min.z}, color});
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array_add(*vertices, .{.{max.x, max.y, min.z}, color});
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array_add(*vertices, .{.{min.x, min.y, max.z}, color});
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array_add(*vertices, .{.{max.x, min.y, max.z}, color});
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array_add(*vertices, .{.{min.x, max.y, max.z}, color});
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array_add(*vertices, .{.{max.x, max.y, max.z}, color});
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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);
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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);
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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);
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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);
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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);
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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);
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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);
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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);
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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);
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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);
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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);
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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);
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}
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}
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upload_data_to_buffer(engine.renderer, trigger_line_buffer, vertices.data, vertices.count * size_of(Trigger_Line_Vertex));
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push_cmd_set_draw_mode(engine.renderer, .WIREFRAME);
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push_cmd_set_depth_write(engine.renderer, true);
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push_cmd_set_cull_face(engine.renderer, .NONE);
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push_cmd_set_pipeline_state(engine.renderer, trigger_pipeline);
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push_cmd_set_constant_buffer(engine.renderer, 0, engine.camera_buffer, .VERTEX);
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push_cmd_set_vertex_buffer(engine.renderer, trigger_line_buffer);
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push_cmd_draw(engine.renderer, xx vertices.count, 0, topology=.LINE_LIST);
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render_lines();
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}
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