VoxelEngine/src/graphics/render/GuidesRenderer.cpp
2025-04-02 17:35:17 +03:00

108 lines
3.3 KiB
C++

#include "GuidesRenderer.hpp"
#include <glm/gtc/matrix_transform.hpp>
#include "graphics/core/Shader.hpp"
#include "graphics/core/LineBatch.hpp"
#include "graphics/core/DrawContext.hpp"
#include "maths/voxmaths.hpp"
#include "window/Camera.hpp"
#include "constants.hpp"
void GuidesRenderer::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 GuidesRenderer::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 GuidesRenderer::renderDebugLines(
const DrawContext& pctx,
const Camera& camera,
LineBatch& batch,
Shader& linesShader,
bool showChunkBorders
) {
DrawContext ctx = pctx.sub(&batch);
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(
batch,
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(batch, ctx, length);
}