Dawn/src/display/debug/position.c

81 lines
2.5 KiB
C

/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "position.h"
positiondebug_t positionDebugCreate(
primitive_t *debugPrimitive,
texture_t *fontTexture, tileset_t *fontTileset
) {
positiondebug_t debug = {
.primitive = debugPrimitive,
.textTexture = fontTexture,
.textTileset = fontTileset,
.x = 0, .y = 0, .z = 0,
.pitch = 0, .yaw = 0, .roll = 0,
.scaleX = 1, .scaleY = 1, .scaleZ = 1
};
debug.textBatch = spriteBatchCreate(POSITION_DEBUG_FONT_CHARS_MAX);
return debug;
}
void positionDebugRender(shader_t *shader, positiondebug_t *debug) {
float speed = 0.5;
// Update values.
if(inputIsDown(INPUT_DEBUG_FINE)) speed *= 0.1;
if(inputIsDown(INPUT_DEBUG_UP)) debug->z -= TIME_STATE.delta * speed;
if(inputIsDown(INPUT_DEBUG_DOWN)) debug->z += TIME_STATE.delta * speed;
if(inputIsDown(INPUT_DEBUG_LEFT)) debug->x -= TIME_STATE.delta * speed;
if(inputIsDown(INPUT_DEBUG_RIGHT)) debug->x += TIME_STATE.delta * speed;
if(inputIsDown(INPUT_DEBUG_LOWER)) debug->y -= TIME_STATE.delta * speed;
if(inputIsDown(INPUT_DEBUG_RAISE)) debug->y += TIME_STATE.delta * speed;
if(inputIsDown(INPUT_DEBUG_MINUS)) {
debug->scaleX -= TIME_STATE.delta * speed;
debug->scaleY -= TIME_STATE.delta * speed;
debug->scaleZ -= TIME_STATE.delta * speed;
}
if(inputIsDown(INPUT_DEBUG_PLUS)) {
debug->scaleX += TIME_STATE.delta * speed;
debug->scaleY += TIME_STATE.delta * speed;
debug->scaleZ += TIME_STATE.delta * speed;
}
// Render object
shaderUsePositionAndScale(shader,
debug->x, debug->y, debug->z,
mathDeg2Rad(debug->pitch),mathDeg2Rad(debug->yaw),mathDeg2Rad(debug->roll),
debug->scaleX, debug->scaleY, debug->scaleZ
);
primitiveDraw(debug->primitive, 0, -1);
// Render debug text
char text[POSITION_DEBUG_FONT_CHARS_MAX];
sprintf(text, "%.2f, %.2f, %.2f\n%.2f, %.2f, %.2f \n%.2f, %.2f, %.2f",
debug->x, debug->y, debug->z,
debug->pitch, debug->yaw, debug->roll,
debug->scaleX, debug->scaleY, debug->scaleZ
);
shaderUseTexture(shader, debug->textTexture);
shaderUsePosition(shader,
0, 1, 0,
mathDeg2Rad(-90), mathDeg2Rad(0), 0
);
spriteBatchFlush(debug->textBatch);
fontSpriteBatchBuffer(debug->textBatch, debug->textTileset, text,
FONT_CENTER_X, FONT_CENTER_Y, 0,
-1, 0.1
);
spriteBatchDraw(debug->textBatch, 0, -1);
}
void positionDebugDispose(positiondebug_t *debug) {
spriteBatchDispose(debug->textBatch);
}