59 lines
No EOL
1.9 KiB
GLSL
59 lines
No EOL
1.9 KiB
GLSL
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#include "digits.glsl"
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#include "circle.glsl"
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/*
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contributors: Patricio Gonzalez Vivo
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description: |
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Draws all the digits of a matrix, useful for debugging.
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use:
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- <vec4> point(<vec2> st, <vec2> pos)
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- <vec4> point(<vec2> st, <mat4> P, <mat4> V, <vec3> pos)
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options:
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DIGITS_DECIMALS: number of decimals after the point, defaults to 2
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DIGITS_SIZE: size of the font, defaults to vec2(.025)
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license:
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- Copyright (c) 2021 Patricio Gonzalez Vivo under Prosperity License - https://prosperitylicense.com/versions/3.0.0
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- Copyright (c) 2021 Patricio Gonzalez Vivo under Patron License - https://lygia.xyz/license
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*/
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#ifndef FNC_DRAW_POINT
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#define FNC_DRAW_POINT
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vec4 point(in vec2 st, vec2 pos, vec3 color, float radius) {
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vec4 rta = vec4(0.0);
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vec2 st_p = st - pos;
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rta += vec4(color, 1.0) * circle(st_p + 0.5, radius);
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st_p -= DIGITS_SIZE * vec2(0.0, 0.5);
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vec2 size = DIGITS_SIZE * abs(DIGITS_VALUE_OFFSET) * vec2(2.0, 0.5);
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rta.a += 0.5 * step(0.0, st_p.x) * step(st_p.x, size.x) * step(-DIGITS_SIZE.y * 0.5, st_p.y) * step(st_p.y, size.y);
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rta += digits(st_p, pos);
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return rta;
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}
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vec4 point(in vec2 st, mat4 M, vec3 pos, vec3 color, float radius) {
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vec4 rta = vec4(0.0);
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vec4 pos4 = M * vec4(pos, 1.0);
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vec2 p = pos4.xy / pos4.w;
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#ifdef DEBUG_FLIPPED_SPACE
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vec2 st_p = st + (p.xy * 0.5 - 0.5);
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#else
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vec2 st_p = st - (p.xy * 0.5 + 0.5);
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#endif
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rta += vec4(color, 1.0) * circle(st_p + 0.5, radius);
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st_p -= DIGITS_SIZE * vec2(0.0, 0.5);
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vec2 size = DIGITS_SIZE * abs(DIGITS_VALUE_OFFSET) * vec2(3.0, 0.5);
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rta.a += 0.5 * step(0.0, st_p.x) * step(st_p.x, size.x) * step(-DIGITS_SIZE.y * 0.5, st_p.y) * step(st_p.y, size.y);
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rta += digits(st_p, pos);
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return rta;
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}
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vec4 point(in vec2 st, vec2 pos) { return point(st, pos, vec3(1.0, 0.0, 0.0), 0.02); }
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vec4 point(in vec2 st, mat4 M, vec3 pos) { return point(st, M, pos, vec3(1.0, 0.0, 0.0), 0.02); }
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#endif |