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2022-07-31 17:34:54 +10:00

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C++

// MIT License
// Copyright (c) 2019 Erin Catto
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
#include "draw.h"
#include <stdio.h>
#include <stdarg.h>
#include <stdlib.h>
#include "imgui/imgui.h"
#define BUFFER_OFFSET(x) ((const void*) (x))
DebugDraw g_debugDraw;
Camera g_camera;
//
b2Vec2 Camera::ConvertScreenToWorld(const b2Vec2& ps)
{
float w = float(m_width);
float h = float(m_height);
float u = ps.x / w;
float v = (h - ps.y) / h;
float ratio = w / h;
b2Vec2 extents(ratio * 25.0f, 25.0f);
extents *= m_zoom;
b2Vec2 lower = m_center - extents;
b2Vec2 upper = m_center + extents;
b2Vec2 pw;
pw.x = (1.0f - u) * lower.x + u * upper.x;
pw.y = (1.0f - v) * lower.y + v * upper.y;
return pw;
}
//
b2Vec2 Camera::ConvertWorldToScreen(const b2Vec2& pw)
{
float w = float(m_width);
float h = float(m_height);
float ratio = w / h;
b2Vec2 extents(ratio * 25.0f, 25.0f);
extents *= m_zoom;
b2Vec2 lower = m_center - extents;
b2Vec2 upper = m_center + extents;
float u = (pw.x - lower.x) / (upper.x - lower.x);
float v = (pw.y - lower.y) / (upper.y - lower.y);
b2Vec2 ps;
ps.x = u * w;
ps.y = (1.0f - v) * h;
return ps;
}
// Convert from world coordinates to normalized device coordinates.
// http://www.songho.ca/opengl/gl_projectionmatrix.html
void Camera::BuildProjectionMatrix(float* m, float zBias)
{
float w = float(m_width);
float h = float(m_height);
float ratio = w / h;
b2Vec2 extents(ratio * 25.0f, 25.0f);
extents *= m_zoom;
b2Vec2 lower = m_center - extents;
b2Vec2 upper = m_center + extents;
m[0] = 2.0f / (upper.x - lower.x);
m[1] = 0.0f;
m[2] = 0.0f;
m[3] = 0.0f;
m[4] = 0.0f;
m[5] = 2.0f / (upper.y - lower.y);
m[6] = 0.0f;
m[7] = 0.0f;
m[8] = 0.0f;
m[9] = 0.0f;
m[10] = 1.0f;
m[11] = 0.0f;
m[12] = -(upper.x + lower.x) / (upper.x - lower.x);
m[13] = -(upper.y + lower.y) / (upper.y - lower.y);
m[14] = zBias;
m[15] = 1.0f;
}
//
static void sCheckGLError()
{
GLenum errCode = glGetError();
if (errCode != GL_NO_ERROR)
{
fprintf(stderr, "OpenGL error = %d\n", errCode);
assert(false);
}
}
// Prints shader compilation errors
static void sPrintLog(GLuint object)
{
GLint log_length = 0;
if (glIsShader(object))
glGetShaderiv(object, GL_INFO_LOG_LENGTH, &log_length);
else if (glIsProgram(object))
glGetProgramiv(object, GL_INFO_LOG_LENGTH, &log_length);
else
{
fprintf(stderr, "printlog: Not a shader or a program\n");
return;
}
char* log = (char*)malloc(log_length);
if (glIsShader(object))
glGetShaderInfoLog(object, log_length, NULL, log);
else if (glIsProgram(object))
glGetProgramInfoLog(object, log_length, NULL, log);
fprintf(stderr, "%s", log);
free(log);
}
//
static GLuint sCreateShaderFromString(const char* source, GLenum type)
{
GLuint res = glCreateShader(type);
const char* sources[] = { source };
glShaderSource(res, 1, sources, NULL);
glCompileShader(res);
GLint compile_ok = GL_FALSE;
glGetShaderiv(res, GL_COMPILE_STATUS, &compile_ok);
if (compile_ok == GL_FALSE)
{
fprintf(stderr, "Error compiling shader of type %d!\n", type);
sPrintLog(res);
glDeleteShader(res);
return 0;
}
return res;
}
//
static GLuint sCreateShaderProgram(const char* vs, const char* fs)
{
GLuint vsId = sCreateShaderFromString(vs, GL_VERTEX_SHADER);
GLuint fsId = sCreateShaderFromString(fs, GL_FRAGMENT_SHADER);
assert(vsId != 0 && fsId != 0);
GLuint programId = glCreateProgram();
glAttachShader(programId, vsId);
glAttachShader(programId, fsId);
glBindFragDataLocation(programId, 0, "color");
glLinkProgram(programId);
glDeleteShader(vsId);
glDeleteShader(fsId);
GLint status = GL_FALSE;
glGetProgramiv(programId, GL_LINK_STATUS, &status);
assert(status != GL_FALSE);
return programId;
}
//
struct GLRenderPoints
{
void Create()
{
const char* vs = \
"#version 330\n"
"uniform mat4 projectionMatrix;\n"
"layout(location = 0) in vec2 v_position;\n"
"layout(location = 1) in vec4 v_color;\n"
"layout(location = 2) in float v_size;\n"
"out vec4 f_color;\n"
"void main(void)\n"
"{\n"
" f_color = v_color;\n"
" gl_Position = projectionMatrix * vec4(v_position, 0.0f, 1.0f);\n"
" gl_PointSize = v_size;\n"
"}\n";
const char* fs = \
"#version 330\n"
"in vec4 f_color;\n"
"out vec4 color;\n"
"void main(void)\n"
"{\n"
" color = f_color;\n"
"}\n";
m_programId = sCreateShaderProgram(vs, fs);
m_projectionUniform = glGetUniformLocation(m_programId, "projectionMatrix");
m_vertexAttribute = 0;
m_colorAttribute = 1;
m_sizeAttribute = 2;
// Generate
glGenVertexArrays(1, &m_vaoId);
glGenBuffers(3, m_vboIds);
glBindVertexArray(m_vaoId);
glEnableVertexAttribArray(m_vertexAttribute);
glEnableVertexAttribArray(m_colorAttribute);
glEnableVertexAttribArray(m_sizeAttribute);
// Vertex buffer
glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[0]);
glVertexAttribPointer(m_vertexAttribute, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
glBufferData(GL_ARRAY_BUFFER, sizeof(m_vertices), m_vertices, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[1]);
glVertexAttribPointer(m_colorAttribute, 4, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
glBufferData(GL_ARRAY_BUFFER, sizeof(m_colors), m_colors, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[2]);
glVertexAttribPointer(m_sizeAttribute, 1, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
glBufferData(GL_ARRAY_BUFFER, sizeof(m_sizes), m_sizes, GL_DYNAMIC_DRAW);
sCheckGLError();
// Cleanup
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
m_count = 0;
}
void Destroy()
{
if (m_vaoId)
{
glDeleteVertexArrays(1, &m_vaoId);
glDeleteBuffers(3, m_vboIds);
m_vaoId = 0;
}
if (m_programId)
{
glDeleteProgram(m_programId);
m_programId = 0;
}
}
void Vertex(const b2Vec2& v, const b2Color& c, float size)
{
if (m_count == e_maxVertices)
Flush();
m_vertices[m_count] = v;
m_colors[m_count] = c;
m_sizes[m_count] = size;
++m_count;
}
void Flush()
{
if (m_count == 0)
return;
glUseProgram(m_programId);
float proj[16] = { 0.0f };
g_camera.BuildProjectionMatrix(proj, 0.0f);
glUniformMatrix4fv(m_projectionUniform, 1, GL_FALSE, proj);
glBindVertexArray(m_vaoId);
glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[0]);
glBufferSubData(GL_ARRAY_BUFFER, 0, m_count * sizeof(b2Vec2), m_vertices);
glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[1]);
glBufferSubData(GL_ARRAY_BUFFER, 0, m_count * sizeof(b2Color), m_colors);
glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[2]);
glBufferSubData(GL_ARRAY_BUFFER, 0, m_count * sizeof(float), m_sizes);
glEnable(GL_PROGRAM_POINT_SIZE);
glDrawArrays(GL_POINTS, 0, m_count);
glDisable(GL_PROGRAM_POINT_SIZE);
sCheckGLError();
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
glUseProgram(0);
m_count = 0;
}
enum { e_maxVertices = 512 };
b2Vec2 m_vertices[e_maxVertices];
b2Color m_colors[e_maxVertices];
float m_sizes[e_maxVertices];
int32 m_count;
GLuint m_vaoId;
GLuint m_vboIds[3];
GLuint m_programId;
GLint m_projectionUniform;
GLint m_vertexAttribute;
GLint m_colorAttribute;
GLint m_sizeAttribute;
};
//
struct GLRenderLines
{
void Create()
{
const char* vs = \
"#version 330\n"
"uniform mat4 projectionMatrix;\n"
"layout(location = 0) in vec2 v_position;\n"
"layout(location = 1) in vec4 v_color;\n"
"out vec4 f_color;\n"
"void main(void)\n"
"{\n"
" f_color = v_color;\n"
" gl_Position = projectionMatrix * vec4(v_position, 0.0f, 1.0f);\n"
"}\n";
const char* fs = \
"#version 330\n"
"in vec4 f_color;\n"
"out vec4 color;\n"
"void main(void)\n"
"{\n"
" color = f_color;\n"
"}\n";
m_programId = sCreateShaderProgram(vs, fs);
m_projectionUniform = glGetUniformLocation(m_programId, "projectionMatrix");
m_vertexAttribute = 0;
m_colorAttribute = 1;
// Generate
glGenVertexArrays(1, &m_vaoId);
glGenBuffers(2, m_vboIds);
glBindVertexArray(m_vaoId);
glEnableVertexAttribArray(m_vertexAttribute);
glEnableVertexAttribArray(m_colorAttribute);
// Vertex buffer
glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[0]);
glVertexAttribPointer(m_vertexAttribute, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
glBufferData(GL_ARRAY_BUFFER, sizeof(m_vertices), m_vertices, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[1]);
glVertexAttribPointer(m_colorAttribute, 4, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
glBufferData(GL_ARRAY_BUFFER, sizeof(m_colors), m_colors, GL_DYNAMIC_DRAW);
sCheckGLError();
// Cleanup
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
m_count = 0;
}
void Destroy()
{
if (m_vaoId)
{
glDeleteVertexArrays(1, &m_vaoId);
glDeleteBuffers(2, m_vboIds);
m_vaoId = 0;
}
if (m_programId)
{
glDeleteProgram(m_programId);
m_programId = 0;
}
}
void Vertex(const b2Vec2& v, const b2Color& c)
{
if (m_count == e_maxVertices)
Flush();
m_vertices[m_count] = v;
m_colors[m_count] = c;
++m_count;
}
void Flush()
{
if (m_count == 0)
return;
glUseProgram(m_programId);
float proj[16] = { 0.0f };
g_camera.BuildProjectionMatrix(proj, 0.1f);
glUniformMatrix4fv(m_projectionUniform, 1, GL_FALSE, proj);
glBindVertexArray(m_vaoId);
glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[0]);
glBufferSubData(GL_ARRAY_BUFFER, 0, m_count * sizeof(b2Vec2), m_vertices);
glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[1]);
glBufferSubData(GL_ARRAY_BUFFER, 0, m_count * sizeof(b2Color), m_colors);
glDrawArrays(GL_LINES, 0, m_count);
sCheckGLError();
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
glUseProgram(0);
m_count = 0;
}
enum { e_maxVertices = 2 * 512 };
b2Vec2 m_vertices[e_maxVertices];
b2Color m_colors[e_maxVertices];
int32 m_count;
GLuint m_vaoId;
GLuint m_vboIds[2];
GLuint m_programId;
GLint m_projectionUniform;
GLint m_vertexAttribute;
GLint m_colorAttribute;
};
//
struct GLRenderTriangles
{
void Create()
{
const char* vs = \
"#version 330\n"
"uniform mat4 projectionMatrix;\n"
"layout(location = 0) in vec2 v_position;\n"
"layout(location = 1) in vec4 v_color;\n"
"out vec4 f_color;\n"
"void main(void)\n"
"{\n"
" f_color = v_color;\n"
" gl_Position = projectionMatrix * vec4(v_position, 0.0f, 1.0f);\n"
"}\n";
const char* fs = \
"#version 330\n"
"in vec4 f_color;\n"
"out vec4 color;\n"
"void main(void)\n"
"{\n"
" color = f_color;\n"
"}\n";
m_programId = sCreateShaderProgram(vs, fs);
m_projectionUniform = glGetUniformLocation(m_programId, "projectionMatrix");
m_vertexAttribute = 0;
m_colorAttribute = 1;
// Generate
glGenVertexArrays(1, &m_vaoId);
glGenBuffers(2, m_vboIds);
glBindVertexArray(m_vaoId);
glEnableVertexAttribArray(m_vertexAttribute);
glEnableVertexAttribArray(m_colorAttribute);
// Vertex buffer
glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[0]);
glVertexAttribPointer(m_vertexAttribute, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
glBufferData(GL_ARRAY_BUFFER, sizeof(m_vertices), m_vertices, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[1]);
glVertexAttribPointer(m_colorAttribute, 4, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
glBufferData(GL_ARRAY_BUFFER, sizeof(m_colors), m_colors, GL_DYNAMIC_DRAW);
sCheckGLError();
// Cleanup
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
m_count = 0;
}
void Destroy()
{
if (m_vaoId)
{
glDeleteVertexArrays(1, &m_vaoId);
glDeleteBuffers(2, m_vboIds);
m_vaoId = 0;
}
if (m_programId)
{
glDeleteProgram(m_programId);
m_programId = 0;
}
}
void Vertex(const b2Vec2& v, const b2Color& c)
{
if (m_count == e_maxVertices)
Flush();
m_vertices[m_count] = v;
m_colors[m_count] = c;
++m_count;
}
void Flush()
{
if (m_count == 0)
return;
glUseProgram(m_programId);
float proj[16] = { 0.0f };
g_camera.BuildProjectionMatrix(proj, 0.2f);
glUniformMatrix4fv(m_projectionUniform, 1, GL_FALSE, proj);
glBindVertexArray(m_vaoId);
glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[0]);
glBufferSubData(GL_ARRAY_BUFFER, 0, m_count * sizeof(b2Vec2), m_vertices);
glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[1]);
glBufferSubData(GL_ARRAY_BUFFER, 0, m_count * sizeof(b2Color), m_colors);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDrawArrays(GL_TRIANGLES, 0, m_count);
glDisable(GL_BLEND);
sCheckGLError();
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
glUseProgram(0);
m_count = 0;
}
enum { e_maxVertices = 3 * 512 };
b2Vec2 m_vertices[e_maxVertices];
b2Color m_colors[e_maxVertices];
int32 m_count;
GLuint m_vaoId;
GLuint m_vboIds[2];
GLuint m_programId;
GLint m_projectionUniform;
GLint m_vertexAttribute;
GLint m_colorAttribute;
};
//
DebugDraw::DebugDraw()
{
m_showUI = true;
m_points = NULL;
m_lines = NULL;
m_triangles = NULL;
}
//
DebugDraw::~DebugDraw()
{
b2Assert(m_points == NULL);
b2Assert(m_lines == NULL);
b2Assert(m_triangles == NULL);
}
//
void DebugDraw::Create()
{
m_points = new GLRenderPoints;
m_points->Create();
m_lines = new GLRenderLines;
m_lines->Create();
m_triangles = new GLRenderTriangles;
m_triangles->Create();
}
//
void DebugDraw::Destroy()
{
m_points->Destroy();
delete m_points;
m_points = NULL;
m_lines->Destroy();
delete m_lines;
m_lines = NULL;
m_triangles->Destroy();
delete m_triangles;
m_triangles = NULL;
}
//
void DebugDraw::DrawPolygon(const b2Vec2* vertices, int32 vertexCount, const b2Color& color)
{
b2Vec2 p1 = vertices[vertexCount - 1];
for (int32 i = 0; i < vertexCount; ++i)
{
b2Vec2 p2 = vertices[i];
m_lines->Vertex(p1, color);
m_lines->Vertex(p2, color);
p1 = p2;
}
}
//
void DebugDraw::DrawSolidPolygon(const b2Vec2* vertices, int32 vertexCount, const b2Color& color)
{
b2Color fillColor(0.5f * color.r, 0.5f * color.g, 0.5f * color.b, 0.5f);
for (int32 i = 1; i < vertexCount - 1; ++i)
{
m_triangles->Vertex(vertices[0], fillColor);
m_triangles->Vertex(vertices[i], fillColor);
m_triangles->Vertex(vertices[i + 1], fillColor);
}
b2Vec2 p1 = vertices[vertexCount - 1];
for (int32 i = 0; i < vertexCount; ++i)
{
b2Vec2 p2 = vertices[i];
m_lines->Vertex(p1, color);
m_lines->Vertex(p2, color);
p1 = p2;
}
}
//
void DebugDraw::DrawCircle(const b2Vec2& center, float radius, const b2Color& color)
{
const float k_segments = 16.0f;
const float k_increment = 2.0f * b2_pi / k_segments;
float sinInc = sinf(k_increment);
float cosInc = cosf(k_increment);
b2Vec2 r1(1.0f, 0.0f);
b2Vec2 v1 = center + radius * r1;
for (int32 i = 0; i < k_segments; ++i)
{
// Perform rotation to avoid additional trigonometry.
b2Vec2 r2;
r2.x = cosInc * r1.x - sinInc * r1.y;
r2.y = sinInc * r1.x + cosInc * r1.y;
b2Vec2 v2 = center + radius * r2;
m_lines->Vertex(v1, color);
m_lines->Vertex(v2, color);
r1 = r2;
v1 = v2;
}
}
//
void DebugDraw::DrawSolidCircle(const b2Vec2& center, float radius, const b2Vec2& axis, const b2Color& color)
{
const float k_segments = 16.0f;
const float k_increment = 2.0f * b2_pi / k_segments;
float sinInc = sinf(k_increment);
float cosInc = cosf(k_increment);
b2Vec2 v0 = center;
b2Vec2 r1(cosInc, sinInc);
b2Vec2 v1 = center + radius * r1;
b2Color fillColor(0.5f * color.r, 0.5f * color.g, 0.5f * color.b, 0.5f);
for (int32 i = 0; i < k_segments; ++i)
{
// Perform rotation to avoid additional trigonometry.
b2Vec2 r2;
r2.x = cosInc * r1.x - sinInc * r1.y;
r2.y = sinInc * r1.x + cosInc * r1.y;
b2Vec2 v2 = center + radius * r2;
m_triangles->Vertex(v0, fillColor);
m_triangles->Vertex(v1, fillColor);
m_triangles->Vertex(v2, fillColor);
r1 = r2;
v1 = v2;
}
r1.Set(1.0f, 0.0f);
v1 = center + radius * r1;
for (int32 i = 0; i < k_segments; ++i)
{
b2Vec2 r2;
r2.x = cosInc * r1.x - sinInc * r1.y;
r2.y = sinInc * r1.x + cosInc * r1.y;
b2Vec2 v2 = center + radius * r2;
m_lines->Vertex(v1, color);
m_lines->Vertex(v2, color);
r1 = r2;
v1 = v2;
}
// Draw a line fixed in the circle to animate rotation.
b2Vec2 p = center + radius * axis;
m_lines->Vertex(center, color);
m_lines->Vertex(p, color);
}
//
void DebugDraw::DrawSegment(const b2Vec2& p1, const b2Vec2& p2, const b2Color& color)
{
m_lines->Vertex(p1, color);
m_lines->Vertex(p2, color);
}
//
void DebugDraw::DrawTransform(const b2Transform& xf)
{
const float k_axisScale = 0.4f;
b2Color red(1.0f, 0.0f, 0.0f);
b2Color green(0.0f, 1.0f, 0.0f);
b2Vec2 p1 = xf.p, p2;
m_lines->Vertex(p1, red);
p2 = p1 + k_axisScale * xf.q.GetXAxis();
m_lines->Vertex(p2, red);
m_lines->Vertex(p1, green);
p2 = p1 + k_axisScale * xf.q.GetYAxis();
m_lines->Vertex(p2, green);
}
//
void DebugDraw::DrawPoint(const b2Vec2& p, float size, const b2Color& color)
{
m_points->Vertex(p, color, size);
}
//
void DebugDraw::DrawString(int x, int y, const char* string, ...)
{
if (m_showUI == false)
{
return;
}
va_list arg;
va_start(arg, string);
ImGui::Begin("Overlay", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoScrollbar);
ImGui::SetCursorPos(ImVec2(float(x), float(y)));
ImGui::TextColoredV(ImColor(230, 153, 153, 255), string, arg);
ImGui::End();
va_end(arg);
}
//
void DebugDraw::DrawString(const b2Vec2& pw, const char* string, ...)
{
b2Vec2 ps = g_camera.ConvertWorldToScreen(pw);
va_list arg;
va_start(arg, string);
ImGui::Begin("Overlay", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoScrollbar);
ImGui::SetCursorPos(ImVec2(ps.x, ps.y));
ImGui::TextColoredV(ImColor(230, 153, 153, 255), string, arg);
ImGui::End();
va_end(arg);
}
//
void DebugDraw::DrawAABB(b2AABB* aabb, const b2Color& c)
{
b2Vec2 p1 = aabb->lowerBound;
b2Vec2 p2 = b2Vec2(aabb->upperBound.x, aabb->lowerBound.y);
b2Vec2 p3 = aabb->upperBound;
b2Vec2 p4 = b2Vec2(aabb->lowerBound.x, aabb->upperBound.y);
m_lines->Vertex(p1, c);
m_lines->Vertex(p2, c);
m_lines->Vertex(p2, c);
m_lines->Vertex(p3, c);
m_lines->Vertex(p3, c);
m_lines->Vertex(p4, c);
m_lines->Vertex(p4, c);
m_lines->Vertex(p1, c);
}
//
void DebugDraw::Flush()
{
m_triangles->Flush();
m_lines->Flush();
m_points->Flush();
}