Update debug data architecture and methods
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+4
-21
@@ -4,8 +4,6 @@
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#define RENDER_BOUNDING_BOX FALSE
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DebugRenderer debugRenderer = {0};
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INTERNAL void updateBufferObject(Renderer *const renderer,
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RenderQuad *const quads, const i32 numQuads)
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{
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@@ -61,25 +59,6 @@ void renderer_string(Renderer *const renderer, Font *const font,
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}
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void renderer_debugString(Renderer *const renderer, Font *const font,
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const char *const string)
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{
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/* Intialise debug object */
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if (!debugRenderer.init)
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{
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debugRenderer.stringPos =
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V2(0.0f, renderer->size.y -
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(1.8f * asset_getVFontSpacing(font->metrics)));
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debugRenderer.init = TRUE;
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}
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f32 rotate = 0;
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v4 color = V4(0, 0, 0, 1);
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renderer_string(renderer, font, string, debugRenderer.stringPos, rotate,
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color);
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debugRenderer.stringPos.y -= (0.9f * asset_getVFontSpacing(font->metrics));
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}
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void renderer_entity(Renderer *renderer, v4 cameraBounds, Entity *entity, f32 dt, f32 rotate,
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v4 color)
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{
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@@ -159,6 +138,10 @@ void renderer_object(Renderer *renderer, v2 pos, v2 size, f32 rotate, v4 color,
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glBindVertexArray(renderer->vao);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, renderer->numVertexesInVbo);
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#ifdef DENGINE_DEBUG
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#endif
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glBindVertexArray(0);
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