ADD: debug draw API
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@@ -683,6 +683,105 @@ public:
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void set_use_id_buffer_picking(bool use);
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bool get_use_id_buffer_picking() const;
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// ------------------------------------------------------------------------
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// Debug Drawing
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// ------------------------------------------------------------------------
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// Enable/disable debug drawing system
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void set_debug_draw_enabled(bool enabled);
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bool get_debug_draw_enabled() const;
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// Control which debug layers are visible
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void set_debug_layer_mask(uint32_t mask);
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uint32_t get_debug_layer_mask() const;
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// Show/hide depth-tested debug primitives
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void set_debug_show_depth_tested(bool show);
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bool get_debug_show_depth_tested() const;
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// Show/hide overlay (always-on-top) debug primitives
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void set_debug_show_overlay(bool show);
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bool get_debug_show_overlay() const;
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// Set debug primitive tessellation quality (segments for circles/spheres)
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void set_debug_segments(int segments);
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int get_debug_segments() const;
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// Clear all debug draw commands
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void debug_draw_clear();
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// Debug line primitives (world-space positions)
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void debug_draw_line(const glm::vec3& a, const glm::vec3& b,
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const glm::vec4& color = glm::vec4(1.0f),
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float duration_seconds = 0.0f,
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bool depth_tested = true);
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void debug_draw_line(const glm::dvec3& a, const glm::dvec3& b,
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const glm::vec4& color = glm::vec4(1.0f),
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float duration_seconds = 0.0f,
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bool depth_tested = true);
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// Debug ray (origin + direction + length)
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void debug_draw_ray(const glm::vec3& origin, const glm::vec3& direction, float length,
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const glm::vec4& color = glm::vec4(1.0f),
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float duration_seconds = 0.0f,
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bool depth_tested = true);
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void debug_draw_ray(const glm::dvec3& origin, const glm::dvec3& direction, double length,
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const glm::vec4& color = glm::vec4(1.0f),
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float duration_seconds = 0.0f,
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bool depth_tested = true);
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// Debug AABB (axis-aligned bounding box)
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void debug_draw_aabb(const glm::vec3& center, const glm::vec3& half_extents,
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const glm::vec4& color = glm::vec4(1.0f),
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float duration_seconds = 0.0f,
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bool depth_tested = true);
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void debug_draw_aabb(const glm::dvec3& center, const glm::vec3& half_extents,
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const glm::vec4& color = glm::vec4(1.0f),
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float duration_seconds = 0.0f,
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bool depth_tested = true);
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// Debug sphere
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void debug_draw_sphere(const glm::vec3& center, float radius,
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const glm::vec4& color = glm::vec4(1.0f),
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float duration_seconds = 0.0f,
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bool depth_tested = true);
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void debug_draw_sphere(const glm::dvec3& center, float radius,
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const glm::vec4& color = glm::vec4(1.0f),
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float duration_seconds = 0.0f,
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bool depth_tested = true);
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// Debug capsule (line segment + radius)
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void debug_draw_capsule(const glm::vec3& p0, const glm::vec3& p1, float radius,
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const glm::vec4& color = glm::vec4(1.0f),
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float duration_seconds = 0.0f,
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bool depth_tested = true);
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void debug_draw_capsule(const glm::dvec3& p0, const glm::dvec3& p1, float radius,
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const glm::vec4& color = glm::vec4(1.0f),
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float duration_seconds = 0.0f,
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bool depth_tested = true);
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// Debug circle (center + normal + radius)
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void debug_draw_circle(const glm::vec3& center, const glm::vec3& normal, float radius,
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const glm::vec4& color = glm::vec4(1.0f),
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float duration_seconds = 0.0f,
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bool depth_tested = true);
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void debug_draw_circle(const glm::dvec3& center, const glm::dvec3& normal, float radius,
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const glm::vec4& color = glm::vec4(1.0f),
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float duration_seconds = 0.0f,
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bool depth_tested = true);
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// Debug cone (apex + direction + length + angle)
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void debug_draw_cone(const glm::vec3& apex, const glm::vec3& direction,
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float length, float angle_degrees,
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const glm::vec4& color = glm::vec4(1.0f),
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float duration_seconds = 0.0f,
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bool depth_tested = true);
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void debug_draw_cone(const glm::dvec3& apex, const glm::dvec3& direction,
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float length, float angle_degrees,
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const glm::vec4& color = glm::vec4(1.0f),
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float duration_seconds = 0.0f,
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bool depth_tested = true);
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private:
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VulkanEngine* _engine;
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};
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