Update debug data architecture and methods

This commit is contained in:
2016-07-09 20:46:04 +10:00
parent ea50aeb44e
commit 1f364f7024
13 changed files with 169 additions and 89 deletions
+4 -21
View File
@@ -4,8 +4,6 @@
#define RENDER_BOUNDING_BOX FALSE
DebugRenderer debugRenderer = {0};
INTERNAL void updateBufferObject(Renderer *const renderer,
RenderQuad *const quads, const i32 numQuads)
{
@@ -61,25 +59,6 @@ void renderer_string(Renderer *const renderer, Font *const font,
}
void renderer_debugString(Renderer *const renderer, Font *const font,
const char *const string)
{
/* Intialise debug object */
if (!debugRenderer.init)
{
debugRenderer.stringPos =
V2(0.0f, renderer->size.y -
(1.8f * asset_getVFontSpacing(font->metrics)));
debugRenderer.init = TRUE;
}
f32 rotate = 0;
v4 color = V4(0, 0, 0, 1);
renderer_string(renderer, font, string, debugRenderer.stringPos, rotate,
color);
debugRenderer.stringPos.y -= (0.9f * asset_getVFontSpacing(font->metrics));
}
void renderer_entity(Renderer *renderer, v4 cameraBounds, Entity *entity, f32 dt, f32 rotate,
v4 color)
{
@@ -159,6 +138,10 @@ void renderer_object(Renderer *renderer, v2 pos, v2 size, f32 rotate, v4 color,
glBindVertexArray(renderer->vao);
glDrawArrays(GL_TRIANGLE_STRIP, 0, renderer->numVertexesInVbo);
#ifdef DENGINE_DEBUG
#endif
glBindVertexArray(0);