#include "opengl.h" #include "debug.h" #ifdef LC_DEBUG #define LC_MAX_DEBUG_LINES 100 typedef struct { Vector3 pt1; Vector3 pt2; Vector3 color; } LC_DEBUG_LINE; static LC_DEBUG_LINE DebugLines[LC_MAX_DEBUG_LINES]; static int NumDebugLines; void ClearDebugLines() { NumDebugLines = 0; } void AddDebugLine(const Vector3& pt1, const Vector3& pt2, const Vector3& Color) { if (NumDebugLines == LC_MAX_DEBUG_LINES-1) return; DebugLines[NumDebugLines].pt1 = pt1; DebugLines[NumDebugLines].pt2 = pt2; DebugLines[NumDebugLines].color = Color; NumDebugLines++; } #define LC_MAX_DEBUG_QUADS 100 typedef struct { Vector3 pt1; Vector3 pt2; Vector3 pt3; Vector3 pt4; Vector4 color; } LC_DEBUG_QUAD; static LC_DEBUG_QUAD DebugQuads[LC_MAX_DEBUG_QUADS]; static int NumDebugQuads; void ClearDebugQuads() { NumDebugQuads = 0; } void AddDebugQuad(const Vector3& pt1, const Vector3& pt2, const Vector3& pt3, const Vector3& pt4, const Vector4& Color) { if (NumDebugQuads == LC_MAX_DEBUG_QUADS-1) return; DebugQuads[NumDebugQuads].pt1 = pt1; DebugQuads[NumDebugQuads].pt2 = pt2; DebugQuads[NumDebugQuads].pt3 = pt3; DebugQuads[NumDebugQuads].pt4 = pt4; DebugQuads[NumDebugQuads].color = Color; NumDebugQuads++; } void RenderDebugPrimitives() { glBegin(GL_LINES); for (int i = 0; i < NumDebugLines; i++) { glColor3fv((float*)&DebugLines[i].color); glVertex3fv((float*)&DebugLines[i].pt1); glVertex3fv((float*)&DebugLines[i].pt2); } glEnd(); glDepthMask(GL_FALSE); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); glBegin(GL_QUADS); for (i = 0; i < NumDebugQuads; i++) { glColor4fv((float*)&DebugQuads[i].color); glVertex3fv((float*)&DebugQuads[i].pt1); glVertex3fv((float*)&DebugQuads[i].pt2); glVertex3fv((float*)&DebugQuads[i].pt3); glVertex3fv((float*)&DebugQuads[i].pt4); } glEnd(); glDisable(GL_BLEND); glDepthMask(GL_TRUE); } #endif // LC_DEBUG