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#ifndef FGGL_DATA_FS_H
#define FGGL_DATA_FS_H
namespace fggl::data {
class DataRegistry {
public:
DataRegistry();
~DataRegistry();
};
}
#endif
#ifndef FGGL_DATA_STORAGE_H
#define FGGL_DATA_STORAGE_H
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
#ifndef FGGL_DATA_STORAGE_HPP
#define FGGL_DATA_STORAGE_HPP
#include <iostream>
#include <string>
#include <filesystem>
#include <utility>
#include <vector>
#include "fggl/debug/logging.hpp"
#include "fggl/modules/module.hpp"
#include "fggl/platform/paths.hpp"
namespace fggl::data {
......@@ -13,45 +33,70 @@ namespace fggl::data {
template<typename T>
bool fggl_deserialize(std::filesystem::path &data, T *out);
enum StorageType { Data, User, Cache };
enum StorageType { Data, Config, Cache };
class Storage {
constexpr const auto SERVICE_STORAGE = modules::make_service("fggl::data::Storage");
class Storage {
public:
constexpr static auto service = SERVICE_STORAGE;
Storage(fggl::platform::EnginePaths paths) : m_paths(std::move(paths)) {}
template<typename T>
bool load(StorageType pool, const std::string &name, T *out) {
auto path = resolvePath(pool, name);
if (!std::filesystem::exists(path)) {
std::cerr << "Path " << path << " does not exist!" << std::endl;
debug::log(debug::Level::warning, "Attempted to load '{}', but it did not exist", path.string());
return false;
}
return fggl_deserialize<T>(path, out);
}
std::vector<std::filesystem::path> findResources(std::filesystem::path root, const std::string ext) {
if (!std::filesystem::exists(root)) {
return {};
}
std::vector<std::filesystem::path> paths;
for (const auto &entry : std::filesystem::recursive_directory_iterator(root)) {
if (entry.is_regular_file() && entry.path().extension() == ext) {
paths.push_back(entry);
}
}
return paths;
}
template<typename T>
void save(StorageType pool, const std::string &name, const T *out) {
auto path = resolvePath(pool, name);
auto path = resolvePath(pool, name, true);
fggl_serialize<T>(path, out);
}
inline std::filesystem::path resolvePath(StorageType pool, const std::string &name) {
inline std::filesystem::path resolvePath(StorageType pool,
const std::string &name,
bool createParents = false) {
std::filesystem::path path;
switch (pool) {
case Data: path = std::filesystem::current_path() / "data";
case Data: path = fggl::platform::locate_data(m_paths, name);
break;
case User: path = "./user-data/";
case Config: path = fggl::platform::locate_config(m_paths, name);
break;
case Cache: path = "/tmp/fggl/";
case Cache: path = fggl::platform::locate_cache(m_paths, name);
break;
}
if (!std::filesystem::exists(path)) {
std::filesystem::create_directories(path);
if (createParents) {
if (!std::filesystem::exists(path.parent_path())) {
std::filesystem::create_directories(path.parent_path());
}
}
return path / name;
return path;
}
private:
fggl::platform::EnginePaths m_paths;
};
}
......
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
//
// Created by webpigeon on 22/10/22.
//
#ifndef FGGL_DATA_TEXTURE_HPP
#define FGGL_DATA_TEXTURE_HPP
#include "fggl/assets/module.hpp"
#include "fggl/math/types.hpp"
namespace fggl::data {
constexpr auto DATA_TEXTURE2D = assets::AssetType::make("gfx::texture");
struct Texture2D {
math::vec2i size;
int channels;
unsigned char* data;
Texture2D() = default;
Texture2D(const Texture2D& other) = delete;
inline ~Texture2D() {
delete data;
}
};
}
#endif //FGGL_DATA_TEXTURE_HPP
#ifndef FGGL_DEBUG_H
#define FGGL_DEBUG_H
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
#ifndef FGGL_DEBUG_DEBUG_H
#define FGGL_DEBUG_DEBUG_H
#include <string>
#include <memory>
#include <utility>
#include <functional>
#include <unordered_map>
#include <fggl/gfx/window.hpp>
#include "fggl/display/glfw/window.hpp"
namespace fggl::debug {
......@@ -18,14 +34,14 @@ namespace fggl::debug {
class DebugUI {
public:
explicit DebugUI(std::shared_ptr<gfx::GlfwWindow> &window);
explicit DebugUI(std::shared_ptr<display::glfw::Window> &window);
~DebugUI();
void frameStart();
void draw();
inline void addWindow(const std::string &name, DebugUIDraw window) {
m_windows[name] = DebugWindow{true, std::move(window) };
m_windows[name] = DebugWindow{true, std::move(window)};
}
inline void visible(bool state) {
......
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
// ================================================================================================
// -*- C++ -*-
// File: debug_draw.hpp
// Author: Guilherme R. Lampert
// Brief: Debug Draw - an immediate-mode, renderer agnostic, lightweight debug drawing API.
// ================================================================================================
#ifndef DEBUG_DRAW_HPP
#define DEBUG_DRAW_HPP
// ========================================================
// Library Overview:
// ========================================================
//
// ---------
// LICENSE
// ---------
// This software is in the public domain. Where that dedication is not recognized,
// you are granted a perpetual, irrevocable license to copy, distribute, and modify
// this file as you see fit.
//
// The source code is provided "as is", without warranty of any kind, express or implied.
// No attribution is required, but a mention about the author(s) is appreciated.
//
// -------------
// QUICK SETUP
// -------------
// In *one* C++ source file, *before* including this file, do this:
//
// #define DEBUG_DRAW_IMPLEMENTATION
//
// To enable the implementation. Further includes of this
// file *should not* redefine DEBUG_DRAW_IMPLEMENTATION.
// Example:
//
// In my_program.cpp:
//
// #define DEBUG_DRAW_IMPLEMENTATION
// #include "debug_draw.hpp"
//
// In my_program.hpp:
//
// #include "debug_draw.hpp"
//
// ----------------------
// COMPILATION SWITCHES
// ----------------------
//
// DEBUG_DRAW_CXX11_SUPPORTED
// Enables the use of some C++11 features. If your compiler supports C++11
// or better, you should define this switch globally or before every inclusion
// of this file. If it is not defined, we try to guess it from the value of the
// '__cplusplus' built-in macro constant.
//
// DEBUG_DRAW_MAX_*
// Sizes of internal intermediate buffers, which are allocated on initialization
// by the implementation. If you need to draw more primitives than the sizes of
// these buffers, you need to redefine the macros and recompile.
//
// DEBUG_DRAW_VERTEX_BUFFER_SIZE
// Size in dd::DrawVertex elements of the intermediate vertex buffer used
// to batch primitives before sending them to dd::RenderInterface. A bigger
// buffer will reduce the number of calls to dd::RenderInterface when drawing
// large sets of debug primitives.
//
// DEBUG_DRAW_OVERFLOWED(message)
// An error handler called if any of the DEBUG_DRAW_MAX_* sizes overflow.
// By default it just prints a message to stderr.
//
// DEBUG_DRAW_USE_STD_MATH
// If defined to nonzero, uses cmath/math.h. If you redefine it to zero before
// the library implementation, it will force the use of local replacements
// for the Standard Library. This might be useful if you want to avoid the
// dependency. It is defined to zero by default (i.e. we use cmath by default).
//
// DEBUG_DRAW_*_TYPE_DEFINED
// The compound types used by Debug Draw can also be customized.
// By default, ddVec3 and ddMat4x4 are plain C-arrays, but you can
// redefine them to use your own classes or structures (see below).
// ddStr is by default a std::string, but you can redefine it to
// a custom string type if necessary. The only requirements are that
// it provides a 'c_str()' method returning a null terminated
// const char* string and an assignment operator (=).
//
// DEBUG_DRAW_STR_DEALLOC_FUNC(str)
// If you define a custom string type for ddStr and it requires some
// extra cleanup besides the class destructor, you might define this
// function macro to perform said cleanup. It is called by dd::clear()
// and dd::shutdown() on every instance of the internal DebugString buffer.
//
// DEBUG_DRAW_NO_DEFAULT_COLORS
// If defined, doesn't add the set of predefined color constants inside
// dd::colors:: namespace. Each color is a ddVec3, so you can define this
// to prevent adding more global data to the binary if you don't need them.
//
// DEBUG_DRAW_PER_THREAD_CONTEXT
// If defined, a per-thread global context will be created for Debug Draw.
// This allows having an instance of the library for each thread in
// your application. You must then call initialize/shutdown/flush/etc
// for each thread that wishes to use the library. If this is not
// defined it defaults to a single threaded global context.
//
// DEBUG_DRAW_EXPLICIT_CONTEXT
// If defined, each Debug Draw function will expect and additional argument
// (the first one) which is the library context instance. This is an alternative
// to DEBUG_DRAW_PER_THREAD_CONTEXT to allow having multiple instances of the
// library in the same application. This flag is mutually exclusive with
// DEBUG_DRAW_PER_THREAD_CONTEXT.
//
// -------------------
// MEMORY ALLOCATION
// -------------------
// Debug Draw will only perform a couple of memory allocations during startup to decompress
// the built-in glyph bitmap used for debug text rendering and to allocate the vertex buffers
// and intermediate draw/batch buffers and context data used internally.
//
// Memory allocation and deallocation for Debug Draw will be done via:
//
// DD_MALLOC(size)
// DD_MFREE(ptr)
//
// These two macros can be redefined if you'd like to supply you own memory allocator.
// By default, they are defined to use std::malloc and std::free, respectively.
// Note: If you redefine one, you must also provide the other.
//
// --------------------------------
// INTERFACING WITH YOUR RENDERER
// --------------------------------
// Debug Draw doesn't touch on any renderer-specific aspects or APIs, instead you provide
// the library with all of it's rendering needs via the dd::RenderInterface abstract class.
//
// See the declaration of dd::RenderInterface for details. Not all methods are
// required. In fact, you could also implement a full no-op RenderInterface that
// disables debug drawing by simply inheriting from dd::RenderInterface and not overriding
// any of the methods (or even easier, call dd::initialize(nullptr) to make everything a no-op).
//
// For examples on how to implement your own dd::RenderInterface, see the accompanying samples.
// You can also find them in the source code repository for this project:
// https://github.com/glampert/debug-draw
//
// ------------------
// CONVENTIONS USED
// ------------------
// Points and lines are always specified in world-space positions. This also
// applies to shapes drawn from lines, like boxes, spheres, cones, etc.
//
// 2D screen-text is in screen-space pixels (from 0,0 in the upper-left
// corner of the screen to screen_width-1 and screen_height-1).
// RenderInterface::drawGlyphList() also receives vertexes in screen-space.
//
// We make some usage of matrices for things like the projected text labels.
// Matrix layout used is column-major and vectors multiply as columns.
// This is the convention normally used by standard OpenGL.
//
// C++ Exceptions are not used. Little error checking is provided or
// done inside the library. We favor simpler, faster and easier to maintain
// code over more sophisticated error handling. The rationale is that a
// debug drawing API doesn't have to be very robust, since it won't make
// into the final release executable in most cases.
//
// ========================================================
// Configurable compilation switches:
// ========================================================
//
// If the user didn't specify if C++11 or above are supported, try to guess
// from the value of '__cplusplus'. It should be 199711L for pre-C++11 compilers
// and 201103L in those supporting C++11, but this is not a guarantee that all
// C++11 features will be available and stable, so again, we are making a guess.
// It is recommended to instead supply the DEBUG_DRAW_CXX11_SUPPORTED switch
// yourself before including this file.
//
#ifndef DEBUG_DRAW_CXX11_SUPPORTED
#if (__cplusplus > 199711L)
#define DEBUG_DRAW_CXX11_SUPPORTED 1
#endif // __cplusplus
#endif // DEBUG_DRAW_CXX11_SUPPORTED
//
// Max elements of each type at any given time.
// We supply these reasonable defaults, but you can provide your
// own tunned values to save memory or fit all of your debug data.
// These are hard constraints. If not enough, change and recompile.
//
#ifndef DEBUG_DRAW_MAX_STRINGS
#define DEBUG_DRAW_MAX_STRINGS 512
#endif // DEBUG_DRAW_MAX_STRINGS
#ifndef DEBUG_DRAW_MAX_POINTS
#define DEBUG_DRAW_MAX_POINTS 8192
#endif // DEBUG_DRAW_MAX_POINTS
#ifndef DEBUG_DRAW_MAX_LINES
#define DEBUG_DRAW_MAX_LINES 32768
#endif // DEBUG_DRAW_MAX_LINES
//
// Size in vertexes of a local buffer we use to sort elements
// drawn with and without depth testing before submitting them to
// the dd::RenderInterface. A larger buffer will require less flushes
// (e.g. dd::RenderInterface calls) when drawing large amounts of
// primitives. Less will obviously save more memory. Each DrawVertex
// is about 32 bytes in size, we keep a context-specific array
// with this many entries.
//
#ifndef DEBUG_DRAW_VERTEX_BUFFER_SIZE
#define DEBUG_DRAW_VERTEX_BUFFER_SIZE 4096
#endif // DEBUG_DRAW_VERTEX_BUFFER_SIZE
//
// This macro is called with an error message if any of the above
// sizes is overflowed during runtime. In a debug build, you might
// keep this enabled to be able to log and find out if more space
// is needed for the debug data arrays. Default output is stderr.
//
#ifndef DEBUG_DRAW_OVERFLOWED
#include <cstdio>
#define DEBUG_DRAW_OVERFLOWED(message) std::fprintf(stderr, "%s\n", message)
#endif // DEBUG_DRAW_OVERFLOWED
//
// Use <math.h> and <float.h> for trigonometry functions by default.
// If you wish to avoid those dependencies, DD provides local approximations
// of the required functions as a portable replacement. Just define
// DEBUG_DRAW_USE_STD_MATH to zero before including this file.
//
#ifndef DEBUG_DRAW_USE_STD_MATH
#define DEBUG_DRAW_USE_STD_MATH 1
#endif // DEBUG_DRAW_USE_STD_MATH
// ========================================================
// Overridable Debug Draw types:
// ========================================================
#include <cstddef>
#include <cstdint>
//
// Following typedefs are not members of the dd:: namespace to allow easy redefinition by the user.
// If you provide a custom implementation for them before including this file, be sure to
// also define the proper DEBUG_DRAW_*_TYPE_DEFINED switch to disable the default typedefs.
//
// The only requirement placed on the vector/matrix types is that they provide
// an array subscript operator [] and have the expected number of elements. Apart
// from that, they could be structs, classes, what-have-you. POD types are recommended
// but not mandatory.
//
#ifndef DEBUG_DRAW_VEC3_TYPE_DEFINED
// ddVec3:
// A small array of floats with at least three elements, but
// it could have more for alignment purposes, extra slots are ignored.
// A custom ddVec3 type must provide the array subscript operator.
typedef float ddVec3[3];
// ddVec3_In/ddVec3_Out:
// Since our default ddVec3 is a plain C-array, it decays to a pointer
// when passed as an input parameter to a function, so we can use it directly.
// If you change it to some structured type, it might be more efficient
// passing by const reference instead, however, some platforms have optimized
// hardware registers for vec3s/vec4s, so passing by value might also be efficient.
typedef const ddVec3 ddVec3_In;
typedef ddVec3 ddVec3_Out;
#define DEBUG_DRAW_VEC3_TYPE_DEFINED 1
#endif // DEBUG_DRAW_VEC3_TYPE_DEFINED
#ifndef DEBUG_DRAW_MAT4X4_TYPE_DEFINED
// ddMat4x4:
// Homogeneous matrix of 16 floats, representing rotations as well as
// translation/scaling and projections. The internal matrix layout used by this
// library is COLUMN-MAJOR, vectors multiplying as columns (usual OpenGL convention).
// Column-major matrix layout:
// c.0 c.1 c.2 c.3
// r.0 | 0.x 4.x 8.x 12.x |
// r.1 | 1.y 5.y 9.y 13.y |
// r.2 | 2.z 6.z 10.z 14.z |
// r.3 | 3.w 7.w 11.w 15.w |
// If your custom matrix type uses row-major format internally, you'll
// have to transpose them before passing your matrices to the DD functions.
// We use the array subscript operator internally, so it must also be provided.
typedef float ddMat4x4[4 * 4];
// ddMat4x4_In/ddMat4x4_Out:
// Since our default ddMat4x4 is a plain C-array, it decays to a pointer
// when passed as an input parameter to a function, so we can use it directly.
// If you change it to some structured type, it might be more efficient
// passing by const reference instead.
typedef const ddMat4x4 ddMat4x4_In;
typedef ddMat4x4 ddMat4x4_Out;
#define DEBUG_DRAW_MAT4X4_TYPE_DEFINED 1
#endif // DEBUG_DRAW_MAT4X4_TYPE_DEFINED
#ifndef DEBUG_DRAW_STRING_TYPE_DEFINED
// ddStr:
// String type used internally to store the debug text strings.
// A custom string type must provide at least an assignment
// operator (=) and a 'c_str()' method that returns a
// null-terminated const char* string pointer. That's it.
// An array subscript operator [] is not required for ddStr.
#include <string>
typedef std::string ddStr;
typedef const ddStr &ddStr_In;
typedef ddStr &ddStr_Out;
#define DEBUG_DRAW_STRING_TYPE_DEFINED 1
#endif // DEBUG_DRAW_STRING_TYPE_DEFINED
namespace dd {
// ========================================================
// Optional built-in colors in RGB float format:
// ========================================================
#ifndef DEBUG_DRAW_NO_DEFAULT_COLORS
namespace colors {
extern const ddVec3 AliceBlue;
extern const ddVec3 AntiqueWhite;
extern const ddVec3 Aquamarine;
extern const ddVec3 Azure;
extern const ddVec3 Beige;
extern const ddVec3 Bisque;
extern const ddVec3 Black;
extern const ddVec3 BlanchedAlmond;
extern const ddVec3 Blue;
extern const ddVec3 BlueViolet;
extern const ddVec3 Brown;
extern const ddVec3 BurlyWood;
extern const ddVec3 CadetBlue;
extern const ddVec3 Chartreuse;
extern const ddVec3 Chocolate;
extern const ddVec3 Coral;
extern const ddVec3 CornflowerBlue;
extern const ddVec3 Cornsilk;
extern const ddVec3 Crimson;
extern const ddVec3 Cyan;
extern const ddVec3 DarkBlue;
extern const ddVec3 DarkCyan;
extern const ddVec3 DarkGoldenRod;
extern const ddVec3 DarkGray;
extern const ddVec3 DarkGreen;
extern const ddVec3 DarkKhaki;
extern const ddVec3 DarkMagenta;
extern const ddVec3 DarkOliveGreen;
extern const ddVec3 DarkOrange;
extern const ddVec3 DarkOrchid;
extern const ddVec3 DarkRed;
extern const ddVec3 DarkSalmon;
extern const ddVec3 DarkSeaGreen;
extern const ddVec3 DarkSlateBlue;
extern const ddVec3 DarkSlateGray;
extern const ddVec3 DarkTurquoise;
extern const ddVec3 DarkViolet;
extern const ddVec3 DeepPink;
extern const ddVec3 DeepSkyBlue;
extern const ddVec3 DimGray;
extern const ddVec3 DodgerBlue;
extern const ddVec3 FireBrick;
extern const ddVec3 FloralWhite;
extern const ddVec3 ForestGreen;
extern const ddVec3 Gainsboro;
extern const ddVec3 GhostWhite;
extern const ddVec3 Gold;
extern const ddVec3 GoldenRod;
extern const ddVec3 Gray;
extern const ddVec3 Green;
extern const ddVec3 GreenYellow;
extern const ddVec3 HoneyDew;
extern const ddVec3 HotPink;
extern const ddVec3 IndianRed;
extern const ddVec3 Indigo;
extern const ddVec3 Ivory;
extern const ddVec3 Khaki;
extern const ddVec3 Lavender;
extern const ddVec3 LavenderBlush;
extern const ddVec3 LawnGreen;
extern const ddVec3 LemonChiffon;
extern const ddVec3 LightBlue;
extern const ddVec3 LightCoral;
extern const ddVec3 LightCyan;
extern const ddVec3 LightGoldenYellow;
extern const ddVec3 LightGray;
extern const ddVec3 LightGreen;
extern const ddVec3 LightPink;
extern const ddVec3 LightSalmon;
extern const ddVec3 LightSeaGreen;
extern const ddVec3 LightSkyBlue;
extern const ddVec3 LightSlateGray;
extern const ddVec3 LightSteelBlue;
extern const ddVec3 LightYellow;
extern const ddVec3 Lime;
extern const ddVec3 LimeGreen;
extern const ddVec3 Linen;
extern const ddVec3 Magenta;
extern const ddVec3 Maroon;
extern const ddVec3 MediumAquaMarine;
extern const ddVec3 MediumBlue;
extern const ddVec3 MediumOrchid;
extern const ddVec3 MediumPurple;
extern const ddVec3 MediumSeaGreen;
extern const ddVec3 MediumSlateBlue;
extern const ddVec3 MediumSpringGreen;
extern const ddVec3 MediumTurquoise;
extern const ddVec3 MediumVioletRed;
extern const ddVec3 MidnightBlue;
extern const ddVec3 MintCream;
extern const ddVec3 MistyRose;
extern const ddVec3 Moccasin;
extern const ddVec3 NavajoWhite;
extern const ddVec3 Navy;
extern const ddVec3 OldLace;
extern const ddVec3 Olive;
extern const ddVec3 OliveDrab;
extern const ddVec3 Orange;
extern const ddVec3 OrangeRed;
extern const ddVec3 Orchid;
extern const ddVec3 PaleGoldenRod;
extern const ddVec3 PaleGreen;
extern const ddVec3 PaleTurquoise;
extern const ddVec3 PaleVioletRed;
extern const ddVec3 PapayaWhip;
extern const ddVec3 PeachPuff;
extern const ddVec3 Peru;
extern const ddVec3 Pink;
extern const ddVec3 Plum;
extern const ddVec3 PowderBlue;
extern const ddVec3 Purple;
extern const ddVec3 RebeccaPurple;
extern const ddVec3 Red;
extern const ddVec3 RosyBrown;
extern const ddVec3 RoyalBlue;
extern const ddVec3 SaddleBrown;
extern const ddVec3 Salmon;
extern const ddVec3 SandyBrown;
extern const ddVec3 SeaGreen;
extern const ddVec3 SeaShell;
extern const ddVec3 Sienna;
extern const ddVec3 Silver;
extern const ddVec3 SkyBlue;
extern const ddVec3 SlateBlue;
extern const ddVec3 SlateGray;
extern const ddVec3 Snow;
extern const ddVec3 SpringGreen;
extern const ddVec3 SteelBlue;
extern const ddVec3 Tan;
extern const ddVec3 Teal;
extern const ddVec3 Thistle;
extern const ddVec3 Tomato;
extern const ddVec3 Turquoise;
extern const ddVec3 Violet;
extern const ddVec3 Wheat;
extern const ddVec3 White;
extern const ddVec3 WhiteSmoke;
extern const ddVec3 Yellow;
extern const ddVec3 YellowGreen;
} // namespace colors
#endif // DEBUG_DRAW_NO_DEFAULT_COLORS
// ========================================================
// Optional explicit context mode:
// ========================================================
#ifdef DEBUG_DRAW_EXPLICIT_CONTEXT
struct OpaqueContextType { };
typedef OpaqueContextType * ContextHandle;
#define DD_EXPLICIT_CONTEXT_ONLY(...) __VA_ARGS__
#else // !DEBUG_DRAW_EXPLICIT_CONTEXT
#define DD_EXPLICIT_CONTEXT_ONLY(...) /* nothing */
#endif // DEBUG_DRAW_EXPLICIT_CONTEXT
// ========================================================
// Debug Draw functions:
// - Durations are always in milliseconds.
// - Colors are RGB floats in the [0,1] range.
// - Positions are in world-space, unless stated otherwise.
// ========================================================
// Add a point in 3D space to the debug draw queue.
// Point is expressed in world-space coordinates.
// Note that not all renderer support configurable point
// size, so take the 'size' parameter as a hint only
void point(DD_EXPLICIT_CONTEXT_ONLY(ContextHandle ctx,)
ddVec3_In pos,
ddVec3_In color,
float size = 1.0f,
int durationMillis = 0,
bool depthEnabled = true);
// Add a 3D line to the debug draw queue. Note that
// lines are expressed in world coordinates, and so are
// all wireframe primitives which are built from lines.
void line(DD_EXPLICIT_CONTEXT_ONLY(ContextHandle ctx,)
ddVec3_In from,
ddVec3_In to,
ddVec3_In color,
int durationMillis = 0,
bool depthEnabled = true);
// Add a 2D text string as an overlay to the current view, using a built-in font.
// Position is in screen-space pixels, origin at the top-left corner of the screen.
// The third element (Z) of the position vector is ignored.
// Note: Newlines and tabs are handled (1 tab = 4 spaces).
void screenText(DD_EXPLICIT_CONTEXT_ONLY(ContextHandle ctx,)
const char *str,
ddVec3_In pos,
ddVec3_In color,
float scaling = 1.0f,
int durationMillis = 0);
// Add a 3D text label centered at the given world position that
// gets projected to screen-space. The label always faces the viewer.
// sx/sy, sw/sh are the viewport coordinates/size, in pixels.
// 'vpMatrix' is the view * projection transform to map the text from 3D to 2D.
void projectedText(DD_EXPLICIT_CONTEXT_ONLY(ContextHandle ctx,)
const char *str,
ddVec3_In pos,
ddVec3_In color,
ddMat4x4_In vpMatrix,
int sx, int sy,
int sw, int sh,
float scaling = 1.0f,
int durationMillis = 0);
// Add a set of three coordinate axis depicting the position and orientation of the given transform.
// 'size' defines the size of the arrow heads. 'length' defines the length of the arrow's base line.
void axisTriad(DD_EXPLICIT_CONTEXT_ONLY(ContextHandle ctx,)
ddMat4x4_In transform,
float size,
float length,
int durationMillis = 0,
bool depthEnabled = true);
// Add a 3D line with an arrow-like end to the debug draw queue.
// 'size' defines the arrow head size. 'from' and 'to' the length of the arrow's base line.
void arrow(DD_EXPLICIT_CONTEXT_ONLY(ContextHandle ctx,)
ddVec3_In from,
ddVec3_In to,
ddVec3_In color,
float size,
int durationMillis = 0,
bool depthEnabled = true);
// Add an axis-aligned cross (3 lines converging at a point) to the debug draw queue.
// 'length' defines the length of the crossing lines.
// 'center' is the world-space point where the lines meet.
void cross(DD_EXPLICIT_CONTEXT_ONLY(ContextHandle ctx,)
ddVec3_In center,
float length,
int durationMillis = 0,
bool depthEnabled = true);
// Add a wireframe circle to the debug draw queue.
void circle(DD_EXPLICIT_CONTEXT_ONLY(ContextHandle ctx,)
ddVec3_In center,
ddVec3_In planeNormal,
ddVec3_In color,
float radius,
float numSteps,
int durationMillis = 0,
bool depthEnabled = true);
// Add a wireframe plane in 3D space to the debug draw queue.
// If 'normalVecScale' is not zero, a line depicting the plane normal is also draw.
void plane(DD_EXPLICIT_CONTEXT_ONLY(ContextHandle ctx,)
ddVec3_In center,
ddVec3_In planeNormal,
ddVec3_In planeColor,
ddVec3_In normalVecColor,
float planeScale,
float normalVecScale,
int durationMillis = 0,
bool depthEnabled = true);
// Add a wireframe sphere to the debug draw queue.
void sphere(DD_EXPLICIT_CONTEXT_ONLY(ContextHandle ctx,)
ddVec3_In center,
ddVec3_In color,
float radius,
int durationMillis = 0,
bool depthEnabled = true);
// Add a wireframe cone to the debug draw queue.
// The cone 'apex' is the point where all lines meet.
// The length of the 'dir' vector determines the thickness.
// 'baseRadius' & 'apexRadius' are in degrees.
void cone(DD_EXPLICIT_CONTEXT_ONLY(ContextHandle ctx,)
ddVec3_In apex,
ddVec3_In dir,
ddVec3_In color,
float baseRadius,
float apexRadius,
int durationMillis = 0,
bool depthEnabled = true);
// Wireframe box from the eight points that define it.
void box(DD_EXPLICIT_CONTEXT_ONLY(ContextHandle ctx,)
const ddVec3 points[8],
ddVec3_In color,
int durationMillis = 0,
bool depthEnabled = true);
// Add a wireframe box to the debug draw queue.
void box(DD_EXPLICIT_CONTEXT_ONLY(ContextHandle ctx,)
ddVec3_In center,
ddVec3_In color,
float width,
float height,
float depth,
int durationMillis = 0,
bool depthEnabled = true);
// Add a wireframe Axis Aligned Bounding Box (AABB) to the debug draw queue.
void aabb(DD_EXPLICIT_CONTEXT_ONLY(ContextHandle ctx,)
ddVec3_In mins,
ddVec3_In maxs,
ddVec3_In color,
int durationMillis = 0,
bool depthEnabled = true);
// Add a wireframe frustum pyramid to the debug draw queue.
// 'invClipMatrix' is the inverse of the matrix defining the frustum
// (AKA clip) volume, which normally consists of the projection * view matrix.
// E.g.: inverse(projMatrix * viewMatrix)
void frustum(DD_EXPLICIT_CONTEXT_ONLY(ContextHandle ctx,)
ddMat4x4_In invClipMatrix,
ddVec3_In color,
int durationMillis = 0,
bool depthEnabled = true);
// Add a vertex normal for debug visualization.
// The normal vector 'normal' is assumed to be already normalized.
void vertexNormal(DD_EXPLICIT_CONTEXT_ONLY(ContextHandle ctx,)
ddVec3_In origin,
ddVec3_In normal,
float length,
int durationMillis = 0,
bool depthEnabled = true);
// Add a "tangent basis" at a given point in world space.
// Color scheme used is: normal=WHITE, tangent=YELLOW, bi-tangent=MAGENTA.
// The normal vector, tangent and bi-tangent vectors are assumed to be already normalized.
void tangentBasis(DD_EXPLICIT_CONTEXT_ONLY(ContextHandle ctx,)
ddVec3_In origin,
ddVec3_In normal,
ddVec3_In tangent,
ddVec3_In bitangent,
float lengths,
int durationMillis = 0,
bool depthEnabled = true);
// Makes a 3D square grid of lines along the X and Z planes.
// 'y' defines the height in the Y axis where the grid is placed.
// The grid will go from 'mins' to 'maxs' units in both the X and Z.
// 'step' defines the gap between each line of the grid.
void xzSquareGrid(DD_EXPLICIT_CONTEXT_ONLY(ContextHandle ctx,)
float mins,
float maxs,
float y,
float step,
ddVec3_In color,
int durationMillis = 0,
bool depthEnabled = true);
// ========================================================
// Debug Draw vertex type:
// The only drawing type the user has to interface with.
// ========================================================
union DrawVertex {
struct {
float x, y, z;
float r, g, b;
float size;
} point;
struct {
float x, y, z;
float r, g, b;
} line;
struct {
float x, y;
float u, v;
float r, g, b;
} glyph;
};
//
// Opaque handle to a texture object.
// Used by the debug text drawing functions.
//
struct OpaqueTextureType {};
typedef OpaqueTextureType *GlyphTextureHandle;
// ========================================================
// Debug Draw rendering callbacks:
// Implementation is provided by the user so we don't
// tie this code directly to a specific rendering API.
// ========================================================
class RenderInterface {
public:
//
// These are called by dd::flush() before any drawing and after drawing is finished.
// User can override these to perform any common setup for subsequent draws and to
// cleanup afterwards. By default, no-ops stubs are provided.
//
virtual void beginDraw();
virtual void endDraw();
//
// Create/free the glyph bitmap texture used by the debug text drawing functions.
// The debug renderer currently only creates one of those on startup.
//
// You're not required to implement these two if you don't care about debug text drawing.
// Default no-op stubs are provided by default, which disable debug text rendering.
//
// Texture dimensions are in pixels, data format is always 8-bits per pixel (Grayscale/GL_RED).
// The pixel values range from 255 for a pixel within a glyph to 0 for a transparent pixel.
// If createGlyphTexture() returns null, the renderer will disable all text drawing functions.
//
virtual GlyphTextureHandle createGlyphTexture(int width, int height, const void *pixels);
virtual void destroyGlyphTexture(GlyphTextureHandle glyphTex);
//
// Batch drawing methods for the primitives used by the debug renderer.
// If you don't wish to support a given primitive type, don't override the method.
//
virtual void drawPointList(const DrawVertex *points, int count, bool depthEnabled);
virtual void drawLineList(const DrawVertex *lines, int count, bool depthEnabled);
virtual void drawGlyphList(const DrawVertex *glyphs, int count, GlyphTextureHandle glyphTex);
// User defined cleanup. Nothing by default.
virtual ~RenderInterface() = 0;
};
// ========================================================
// Housekeeping functions:
// ========================================================
// Flags for dd::flush()
enum FlushFlags {
FlushPoints = 1 << 1,
FlushLines = 1 << 2,
FlushText = 1 << 3,
FlushAll = (FlushPoints | FlushLines | FlushText)
};
// Initialize with the user-supplied renderer interface.
// Given object must remain valid until after dd::shutdown() is called!
// If 'renderer' is null, the Debug Draw functions become no-ops, but
// can still be safely called.
bool initialize(DD_EXPLICIT_CONTEXT_ONLY(ContextHandle * outCtx,) RenderInterface *renderer);
// After this is called, it is safe to dispose the dd::RenderInterface instance
// you passed to dd::initialize(). Shutdown will also attempt to free the glyph texture.
void shutdown(DD_EXPLICIT_CONTEXT_ONLY(ContextHandle ctx));
// Test if the Debug Draw library is currently initialized and has a render interface.
bool isInitialized(DD_EXPLICIT_CONTEXT_ONLY(ContextHandle ctx));
// Test if there's data in the debug draw queue and dd::flush() should be called.
bool hasPendingDraws(DD_EXPLICIT_CONTEXT_ONLY(ContextHandle ctx));
// Manually removes all queued debug render data without drawing.
// This is not normally called. To draw stuff, call dd::flush() instead.
void clear(DD_EXPLICIT_CONTEXT_ONLY(ContextHandle ctx));
// Actually calls the dd::RenderInterface to consume the debug draw queues.
// Objects that have expired their lifetimes get removed. Pass the current
// application time in milliseconds to remove timed objects that have expired.
// Passing zero removes all objects after they get drawn, regardless of lifetime.
void flush(DD_EXPLICIT_CONTEXT_ONLY(ContextHandle ctx,)
std::int64_t currTimeMillis = 0,
std::uint32_t flags = FlushAll);
} // namespace dd
// ================== End of header file ==================
#endif // DEBUG_DRAW_HPP
// ================== End of header file ==================
// ================================================================================================
//
// Debug Draw Implementation
//
// ================================================================================================
#ifdef DEBUG_DRAW_IMPLEMENTATION
#ifndef DD_MALLOC
#include <cstdlib>
#define DD_MALLOC std::malloc
#define DD_MFREE std::free
#endif // DD_MALLOC
#if DEBUG_DRAW_USE_STD_MATH
#include <math.h>
#include <float.h>
#endif // DEBUG_DRAW_USE_STD_MATH
namespace dd
{
#if defined(FLT_EPSILON) && DEBUG_DRAW_USE_STD_MATH
static const float FloatEpsilon = FLT_EPSILON;
#else // !FLT_EPSILON || !DEBUG_DRAW_USE_STD_MATH
static const float FloatEpsilon = 1e-14;
#endif // FLT_EPSILON && DEBUG_DRAW_USE_STD_MATH
#if defined(M_PI) && DEBUG_DRAW_USE_STD_MATH
static const float PI = static_cast<float>(M_PI);
#else // !M_PI || !DEBUG_DRAW_USE_STD_MATH
static const float PI = 3.1415926535897931f;
#endif // M_PI && DEBUG_DRAW_USE_STD_MATH
static const float HalfPI = PI * 0.5f;
static const float TAU = PI * 2.0f;
template<typename T>
static inline float degreesToRadians(const T degrees)
{
return (static_cast<float>(degrees) * PI / 180.0f);
}
template<typename T, int Size>
static inline int arrayLength(const T (&)[Size])
{
return Size;
}
// ========================================================
// Built-in color constants:
// ========================================================
#ifndef DEBUG_DRAW_NO_DEFAULT_COLORS
namespace colors
{
const ddVec3 AliceBlue = {0.941176f, 0.972549f, 1.000000f};
const ddVec3 AntiqueWhite = {0.980392f, 0.921569f, 0.843137f};
const ddVec3 Aquamarine = {0.498039f, 1.000000f, 0.831373f};
const ddVec3 Azure = {0.941176f, 1.000000f, 1.000000f};
const ddVec3 Beige = {0.960784f, 0.960784f, 0.862745f};
const ddVec3 Bisque = {1.000000f, 0.894118f, 0.768627f};
const ddVec3 Black = {0.000000f, 0.000000f, 0.000000f};
const ddVec3 BlanchedAlmond = {1.000000f, 0.921569f, 0.803922f};
const ddVec3 Blue = {0.000000f, 0.000000f, 1.000000f};
const ddVec3 BlueViolet = {0.541176f, 0.168627f, 0.886275f};
const ddVec3 Brown = {0.647059f, 0.164706f, 0.164706f};
const ddVec3 BurlyWood = {0.870588f, 0.721569f, 0.529412f};
const ddVec3 CadetBlue = {0.372549f, 0.619608f, 0.627451f};
const ddVec3 Chartreuse = {0.498039f, 1.000000f, 0.000000f};
const ddVec3 Chocolate = {0.823529f, 0.411765f, 0.117647f};
const ddVec3 Coral = {1.000000f, 0.498039f, 0.313726f};
const ddVec3 CornflowerBlue = {0.392157f, 0.584314f, 0.929412f};
const ddVec3 Cornsilk = {1.000000f, 0.972549f, 0.862745f};
const ddVec3 Crimson = {0.862745f, 0.078431f, 0.235294f};
const ddVec3 Cyan = {0.000000f, 1.000000f, 1.000000f};
const ddVec3 DarkBlue = {0.000000f, 0.000000f, 0.545098f};
const ddVec3 DarkCyan = {0.000000f, 0.545098f, 0.545098f};
const ddVec3 DarkGoldenRod = {0.721569f, 0.525490f, 0.043137f};
const ddVec3 DarkGray = {0.662745f, 0.662745f, 0.662745f};
const ddVec3 DarkGreen = {0.000000f, 0.392157f, 0.000000f};
const ddVec3 DarkKhaki = {0.741176f, 0.717647f, 0.419608f};
const ddVec3 DarkMagenta = {0.545098f, 0.000000f, 0.545098f};
const ddVec3 DarkOliveGreen = {0.333333f, 0.419608f, 0.184314f};
const ddVec3 DarkOrange = {1.000000f, 0.549020f, 0.000000f};
const ddVec3 DarkOrchid = {0.600000f, 0.196078f, 0.800000f};
const ddVec3 DarkRed = {0.545098f, 0.000000f, 0.000000f};
const ddVec3 DarkSalmon = {0.913725f, 0.588235f, 0.478431f};
const ddVec3 DarkSeaGreen = {0.560784f, 0.737255f, 0.560784f};
const ddVec3 DarkSlateBlue = {0.282353f, 0.239216f, 0.545098f};
const ddVec3 DarkSlateGray = {0.184314f, 0.309804f, 0.309804f};
const ddVec3 DarkTurquoise = {0.000000f, 0.807843f, 0.819608f};
const ddVec3 DarkViolet = {0.580392f, 0.000000f, 0.827451f};
const ddVec3 DeepPink = {1.000000f, 0.078431f, 0.576471f};
const ddVec3 DeepSkyBlue = {0.000000f, 0.749020f, 1.000000f};
const ddVec3 DimGray = {0.411765f, 0.411765f, 0.411765f};
const ddVec3 DodgerBlue = {0.117647f, 0.564706f, 1.000000f};
const ddVec3 FireBrick = {0.698039f, 0.133333f, 0.133333f};
const ddVec3 FloralWhite = {1.000000f, 0.980392f, 0.941176f};
const ddVec3 ForestGreen = {0.133333f, 0.545098f, 0.133333f};
const ddVec3 Gainsboro = {0.862745f, 0.862745f, 0.862745f};
const ddVec3 GhostWhite = {0.972549f, 0.972549f, 1.000000f};
const ddVec3 Gold = {1.000000f, 0.843137f, 0.000000f};
const ddVec3 GoldenRod = {0.854902f, 0.647059f, 0.125490f};
const ddVec3 Gray = {0.501961f, 0.501961f, 0.501961f};
const ddVec3 Green = {0.000000f, 0.501961f, 0.000000f};
const ddVec3 GreenYellow = {0.678431f, 1.000000f, 0.184314f};
const ddVec3 HoneyDew = {0.941176f, 1.000000f, 0.941176f};
const ddVec3 HotPink = {1.000000f, 0.411765f, 0.705882f};
const ddVec3 IndianRed = {0.803922f, 0.360784f, 0.360784f};
const ddVec3 Indigo = {0.294118f, 0.000000f, 0.509804f};
const ddVec3 Ivory = {1.000000f, 1.000000f, 0.941176f};
const ddVec3 Khaki = {0.941176f, 0.901961f, 0.549020f};
const ddVec3 Lavender = {0.901961f, 0.901961f, 0.980392f};
const ddVec3 LavenderBlush = {1.000000f, 0.941176f, 0.960784f};
const ddVec3 LawnGreen = {0.486275f, 0.988235f, 0.000000f};
const ddVec3 LemonChiffon = {1.000000f, 0.980392f, 0.803922f};
const ddVec3 LightBlue = {0.678431f, 0.847059f, 0.901961f};
const ddVec3 LightCoral = {0.941176f, 0.501961f, 0.501961f};
const ddVec3 LightCyan = {0.878431f, 1.000000f, 1.000000f};
const ddVec3 LightGoldenYellow = {0.980392f, 0.980392f, 0.823529f};
const ddVec3 LightGray = {0.827451f, 0.827451f, 0.827451f};
const ddVec3 LightGreen = {0.564706f, 0.933333f, 0.564706f};
const ddVec3 LightPink = {1.000000f, 0.713726f, 0.756863f};
const ddVec3 LightSalmon = {1.000000f, 0.627451f, 0.478431f};
const ddVec3 LightSeaGreen = {0.125490f, 0.698039f, 0.666667f};
const ddVec3 LightSkyBlue = {0.529412f, 0.807843f, 0.980392f};
const ddVec3 LightSlateGray = {0.466667f, 0.533333f, 0.600000f};
const ddVec3 LightSteelBlue = {0.690196f, 0.768627f, 0.870588f};
const ddVec3 LightYellow = {1.000000f, 1.000000f, 0.878431f};
const ddVec3 Lime = {0.000000f, 1.000000f, 0.000000f};
const ddVec3 LimeGreen = {0.196078f, 0.803922f, 0.196078f};
const ddVec3 Linen = {0.980392f, 0.941176f, 0.901961f};
const ddVec3 Magenta = {1.000000f, 0.000000f, 1.000000f};
const ddVec3 Maroon = {0.501961f, 0.000000f, 0.000000f};
const ddVec3 MediumAquaMarine = {0.400000f, 0.803922f, 0.666667f};
const ddVec3 MediumBlue = {0.000000f, 0.000000f, 0.803922f};
const ddVec3 MediumOrchid = {0.729412f, 0.333333f, 0.827451f};
const ddVec3 MediumPurple = {0.576471f, 0.439216f, 0.858824f};
const ddVec3 MediumSeaGreen = {0.235294f, 0.701961f, 0.443137f};
const ddVec3 MediumSlateBlue = {0.482353f, 0.407843f, 0.933333f};
const ddVec3 MediumSpringGreen = {0.000000f, 0.980392f, 0.603922f};
const ddVec3 MediumTurquoise = {0.282353f, 0.819608f, 0.800000f};
const ddVec3 MediumVioletRed = {0.780392f, 0.082353f, 0.521569f};
const ddVec3 MidnightBlue = {0.098039f, 0.098039f, 0.439216f};
const ddVec3 MintCream = {0.960784f, 1.000000f, 0.980392f};
const ddVec3 MistyRose = {1.000000f, 0.894118f, 0.882353f};
const ddVec3 Moccasin = {1.000000f, 0.894118f, 0.709804f};
const ddVec3 NavajoWhite = {1.000000f, 0.870588f, 0.678431f};
const ddVec3 Navy = {0.000000f, 0.000000f, 0.501961f};
const ddVec3 OldLace = {0.992157f, 0.960784f, 0.901961f};
const ddVec3 Olive = {0.501961f, 0.501961f, 0.000000f};
const ddVec3 OliveDrab = {0.419608f, 0.556863f, 0.137255f};
const ddVec3 Orange = {1.000000f, 0.647059f, 0.000000f};
const ddVec3 OrangeRed = {1.000000f, 0.270588f, 0.000000f};
const ddVec3 Orchid = {0.854902f, 0.439216f, 0.839216f};
const ddVec3 PaleGoldenRod = {0.933333f, 0.909804f, 0.666667f};
const ddVec3 PaleGreen = {0.596078f, 0.984314f, 0.596078f};
const ddVec3 PaleTurquoise = {0.686275f, 0.933333f, 0.933333f};
const ddVec3 PaleVioletRed = {0.858824f, 0.439216f, 0.576471f};
const ddVec3 PapayaWhip = {1.000000f, 0.937255f, 0.835294f};
const ddVec3 PeachPuff = {1.000000f, 0.854902f, 0.725490f};
const ddVec3 Peru = {0.803922f, 0.521569f, 0.247059f};
const ddVec3 Pink = {1.000000f, 0.752941f, 0.796078f};
const ddVec3 Plum = {0.866667f, 0.627451f, 0.866667f};
const ddVec3 PowderBlue = {0.690196f, 0.878431f, 0.901961f};
const ddVec3 Purple = {0.501961f, 0.000000f, 0.501961f};
const ddVec3 RebeccaPurple = {0.400000f, 0.200000f, 0.600000f};
const ddVec3 Red = {1.000000f, 0.000000f, 0.000000f};
const ddVec3 RosyBrown = {0.737255f, 0.560784f, 0.560784f};
const ddVec3 RoyalBlue = {0.254902f, 0.411765f, 0.882353f};
const ddVec3 SaddleBrown = {0.545098f, 0.270588f, 0.074510f};
const ddVec3 Salmon = {0.980392f, 0.501961f, 0.447059f};
const ddVec3 SandyBrown = {0.956863f, 0.643137f, 0.376471f};
const ddVec3 SeaGreen = {0.180392f, 0.545098f, 0.341176f};
const ddVec3 SeaShell = {1.000000f, 0.960784f, 0.933333f};
const ddVec3 Sienna = {0.627451f, 0.321569f, 0.176471f};
const ddVec3 Silver = {0.752941f, 0.752941f, 0.752941f};
const ddVec3 SkyBlue = {0.529412f, 0.807843f, 0.921569f};
const ddVec3 SlateBlue = {0.415686f, 0.352941f, 0.803922f};
const ddVec3 SlateGray = {0.439216f, 0.501961f, 0.564706f};
const ddVec3 Snow = {1.000000f, 0.980392f, 0.980392f};
const ddVec3 SpringGreen = {0.000000f, 1.000000f, 0.498039f};
const ddVec3 SteelBlue = {0.274510f, 0.509804f, 0.705882f};
const ddVec3 Tan = {0.823529f, 0.705882f, 0.549020f};
const ddVec3 Teal = {0.000000f, 0.501961f, 0.501961f};
const ddVec3 Thistle = {0.847059f, 0.749020f, 0.847059f};
const ddVec3 Tomato = {1.000000f, 0.388235f, 0.278431f};
const ddVec3 Turquoise = {0.250980f, 0.878431f, 0.815686f};
const ddVec3 Violet = {0.933333f, 0.509804f, 0.933333f};
const ddVec3 Wheat = {0.960784f, 0.870588f, 0.701961f};
const ddVec3 White = {1.000000f, 1.000000f, 1.000000f};
const ddVec3 WhiteSmoke = {0.960784f, 0.960784f, 0.960784f};
const ddVec3 Yellow = {1.000000f, 1.000000f, 0.000000f};
const ddVec3 YellowGreen = {0.603922f, 0.803922f, 0.196078f};
} // namespace colors
#endif // DEBUG_DRAW_NO_DEFAULT_COLORS
// ========================================================
// Embedded bitmap font for debug text rendering:
// ========================================================
struct FontChar
{
std::uint16_t x;
std::uint16_t y;
};
struct FontCharSet
{
enum { MaxChars = 256 };
const std::uint8_t * bitmap;
int bitmapWidth;
int bitmapHeight;
int bitmapColorChannels;
int bitmapDecompressSize;
int charBaseHeight;
int charWidth;
int charHeight;
int charCount;
FontChar chars[MaxChars];
};
#if DEBUG_DRAW_CXX11_SUPPORTED
#define DD_ALIGNED_BUFFER(name) alignas(16) static const std::uint8_t name[]
#else // !C++11
#if defined(__GNUC__) // Clang & GCC
#define DD_ALIGNED_BUFFER(name) static const std::uint8_t name[] __attribute__((aligned(16)))
#elif defined(_MSC_VER) // Visual Studio
#define DD_ALIGNED_BUFFER(name) __declspec(align(16)) static const std::uint8_t name[]
#else // Unknown compiler
#define DD_ALIGNED_BUFFER(name) static const std::uint8_t name[] /* hope for the best! */
#endif // Compiler id
#endif // DEBUG_DRAW_CXX11_SUPPORTED
//
// Data generated from font 'Monoid18' by font-tool.
// Command line: monoid-18.fnt monoid-18.png monoid-18.h Monoid18 --static --compress --structs --hex --encoding=lzw
//
// The Monoid font, copyright (c) 2015 Andreas Larsen and contributors,
// is released under the MIT license. See: https://github.com/larsenwork/monoid
//
// The following glyph bitmap is an LZW compressed graymap.
// ~7.55 KB of data.
//
// It is better to ensure it is aligned to a, say 16 bytes boundary,
// because we cast the first few bytes to uint32s.
//
// font-tool: https://github.com/glampert/font-tool
// LZW compression: https://github.com/glampert/compression-algorithms
//
DD_ALIGNED_BUFFER(s_fontMonoid18Bitmap) =
"\x2F\x1E\x00\x00\x78\xF1\x00\x00\x00\x00\x06\x14\x38\x90\x60\x41\x83\x07\x11\x26\x54\xB8"
"\x90\x61\x43\x87\x0F\x21\x46\x94\x38\x91\x62\x45\x8B\x17\x31\x66\xD4\x88\x70\x43\x13\x8C"
"\x15\x80\x0D\xD8\x98\x10\x0D\x98\x84\x4D\x36\x8C\x8C\x28\x40\xC1\x01\x95\x2F\x1F\x06\x10"
"\x10\x00\x26\xC0\x44\xFE\x5C\x5A\xA4\xF4\x8F\x4E\xCD\x81\x01\xF8\xFD\x4B\x70\x30\x40\x3F"
"\x3F\x3E\x17\x32\xFA\xB7\xB4\x5F\xCA\x8C\x67\xFC\xD1\x04\xB0\x2F\x0D\x52\x82\x74\x96\xF2"
"\x54\xD9\xC4\x5D\xD6\xA5\xBF\x10\x36\x5B\xBA\xE3\x60\x81\x7E\xFD\xA4\x2E\x3C\xC0\xE8\xDB"
"\xD2\x77\xC1\x2A\x34\xF4\xF2\xEF\x52\x42\x7E\x3D\xAD\x1E\x74\xB5\x34\x13\xB4\xA5\x11\x9E"
"\x46\x05\x78\x37\x6F\xC0\x25\x4B\xDB\xFE\xAB\xB2\x51\x0E\xE2\x7E\xFF\xDE\xF9\x73\xA6\xF7"
"\x9F\xBF\xA5\x14\x0E\xEE\xFC\xC2\xD0\x44\x56\x7F\xEF\xB2\xB2\x60\xA8\xCF\xDF\x50\x84\x84"
"\x0B\x13\x8C\xF0\xAF\x5F\xCE\x2F\xFF\xC0\x62\x84\x4A\x13\x28\xDE\xC2\xD8\xFC\xC5\xA5\xE0"
"\xAF\x5B\x40\x1A\x16\x0F\xF8\xF3\x67\x02\x40\x17\x7F\x09\x4B\xB0\x06\x30\xE4\x5F\x6F\x83"
"\xC1\xFB\x31\xDC\xF7\x4F\x4D\x5A\x2B\xFF\xD8\x2D\x9C\xF2\x8F\x94\x42\xD4\xA9\x05\x7E\xF8"
"\x57\x35\xE0\x3E\x6E\x19\x8D\x07\xE4\x47\xBE\xF0\xB2\xE3\x83\x9D\x2B\x1A\x5F\x91\xF9\x66"
"\x00\xB3\x11\x66\xFB\x07\x02\xA0\xB2\x7F\xA2\x0D\x12\xE5\x1F\x26\x14\x3A\xAC\xBB\x81\x70"
"\x4B\xEB\xA0\x7C\xFE\x01\xCC\x2E\xDB\x16\x6A\x86\xC0\x8C\xC4\x3B\x10\x80\x01\xFA\x71\xCE"
"\xA2\x59\xDA\x9A\xC5\xC3\x7F\xBE\x01\x46\x23\x09\x11\x4A\xE4\x1F\x6F\x9A\xE8\x86\x2E\x00"
"\xE4\x6B\xAD\xA2\xC6\x34\x00\x08\x3F\x83\x34\xF8\x67\x32\x80\x6A\xBC\xB1\x20\x08\xFE\xE1"
"\x47\x21\x34\xFE\xF9\x00\xA0\x06\xAC\x00\xC3\x0A\x67\x04\x43\x88\xB9\xD8\x1E\x74\xE8\x3B"
"\x8C\xA6\xC3\x0C\x00\x66\xB4\xB2\x28\x00\xCB\xBC\x5A\x2A\xC9\x81\x5A\x3A\xC0\xCB\x03\x14"
"\x10\xC0\x3B\x08\x0B\xDA\x26\xAB\x76\x00\x30\xB1\x1F\x91\x2A\x92\x61\xC5\xFB\xB6\x24\x48"
"\x97\x7F\x66\x10\xE8\x9E\x06\x0F\xDA\xE5\x1F\xB2\x10\x82\xCA\x00\x00\xD2\xC8\x32\xCE\x82"
"\xD2\xF9\x27\xC6\x31\x9D\x24\xD3\xA2\xC3\xFC\x51\xE3\xB1\xE8\x30\x12\xC0\x0F\x7F\x1A\x20"
"\xA0\x01\x7E\xFE\x10\x93\xA0\x2B\xB3\xFC\xE7\xA8\x26\x13\x32\x81\x08\xE2\xD4\xFC\xD3\x22"
"\x0C\xFF\xA9\x03\x00\x34\xDE\x7B\xCE\xC1\x80\x0E\x78\xB5\xA0\x0C\xFE\x41\xB3\xCF\xE3\x3C"
"\xA8\xAC\x89\x06\x14\xF8\x63\xD0\x81\xDC\xD4\x11\xD4\x83\x36\x88\x6B\x30\xF2\x04\xF8\x8D"
"\xA0\x06\x32\x99\x45\xD5\x80\x76\x90\xC5\xA0\x40\xB3\x7A\x46\x41\x8B\x66\x7C\x72\x20\x60"
"\x3C\xEC\x36\x98\x09\x4F\x53\xF4\x20\x4B\x58\x33\xF5\xA2\x1D\xBC\xF2\xC7\x8A\x8D\x96\xF9"
"\xEF\x56\x00\xCC\xD8\x33\x20\x57\x7E\x15\x48\x3F\xFE\x16\xD2\x96\x20\x7B\x2A\xAB\x03\x84"
"\x7E\x30\x31\x21\x98\xA5\x00\x0C\x08\xA8\xAC\x20\x05\xA0\x92\x5F\x47\xF1\x0A\x2F\x01\x08"
"\x90\x2D\x49\x7D\x21\x92\x49\x00\x01\x0E\xC0\x14\x80\x8B\x35\x35\x88\x5C\x17\x0D\xB2\x98"
"\xE3\x91\x3B\x26\x08\x24\xAF\xFA\x31\xED\xA2\xE4\x34\x2C\x08\x2A\x78\xF7\x0B\x28\x9B\x7A"
"\x01\x62\xB9\x21\x8A\x05\x02\x23\xB1\x4E\x4D\x71\x2A\xA0\x19\xFE\x29\x25\x02\x75\x60\x03"
"\x68\xE6\x6B\x19\xAD\x80\x07\xD6\x44\x92\x83\xE6\x87\xD2\x3B\xD6\xA2\xC6\x3A\xD5\xF2\xDA"
"\x80\x1A\x5E\x13\x21\xAA\xAB\x7E\x7A\xAA\x45\x2A\x50\xD1\xC7\x8C\xB4\x89\xD9\xA0\x97\xE3"
"\xAD\x13\x00\x1E\x9F\x6E\xB7\x60\x44\x15\x52\x00\x0C\x84\xF1\x25\xA8\x31\x21\x03\x98\x6E"
"\x16\x40\xB0\x23\xA8\xEC\x12\x00\x12\x70\xB2\x19\x29\x6A\x62\x16\x7F\xC0\x68\x02\x0C\x7F"
"\x80\xF1\x88\x22\x2A\xBE\x81\x46\x72\xC8\x24\x87\xC6\x9B\xAB\x01\xC8\x5A\x01\xC3\x67\x31"
"\x89\x20\xC8\x2B\x0F\xDD\x72\xCC\xD5\x23\xAF\x6C\x21\x31\x0A\xF6\xA0\x97\x55\xA8\x8C\x07"
"\x1E\x82\xA2\x99\x56\x5B\x19\xC2\x99\xA0\xE4\x96\x6A\x79\x20\xA7\xD9\x8C\x00\x4B\x79\x05"
"\x02\x2A\xBB\x80\xF4\xF9\x87\x08\x2A\xBC\x5E\x28\x80\xAA\x97\x22\x3D\xA2\xF5\x12\x6A\x18"
"\xA7\x4A\xBC\x8A\x45\x23\xD4\x56\x98\x2F\xA3\x42\x8D\x25\xE8\x8C\x7F\x20\x00\x60\xAF\xA5"
"\xDC\x09\x86\x66\x3D\xF9\xAC\x5D\x5C\x82\x50\x25\x42\x2C\x45\x0C\x8A\xA0\x85\xE0\x79\x20"
"\xA2\x81\x4D\xF9\x39\x2F\xA0\x1A\xAD\xB6\xA8\x85\x52\xFC\xC1\x83\x16\xF0\xA0\x1F\xA5\x98"
"\x5F\x41\x82\x92\xA5\xF5\x19\xCC\x76\x99\xAB\x4C\x02\x14\xC0\x9A\x0A\x54\x80\x1D\x86\xCA"
"\x08\x6A\x68\xB5\xC0\x88\xA0\xCB\x17\x06\x69\x0C\xE0\x00\xC0\x03\x40\xA8\x01\x00\x0D\x50"
"\x16\x41\x78\x34\xB6\x9B\x69\x30\x20\xED\xEA\x4E\x70\xFE\x41\x9C\x8A\xE8\xE7\x50\x00\x01"
"\x12\x6B\x9C\xE7\x90\xA8\x01\x00\x7A\x06\xD1\xC7\x3B\x80\x08\x44\x7F\xB0\xE7\x20\x0D\xDC"
"\x07\xA5\x00\x50\x23\x34\x00\xA4\x0B\x66\xB3\x12\x6A\x4C\xF4\xB6\x8B\x30\x48\x56\xD0\xE2"
"\x8E\x43\x04\x04\x2E\xF5\x29\x84\x02\xCA\x01\x08\x73\x84\x25\x11\x2A\x54\x46\x86\x00\x28"
"\x40\xEE\x24\x26\x95\x06\x56\xCC\x28\x08\x69\x80\x83\xC4\x53\x8A\xC0\xFD\x03\x84\x14\x51"
"\x63\x55\xAE\xE3\x0F\x73\x61\x64\x3B\x16\x1A\xC8\x74\x00\x51\xB2\x92\x09\x04\x3A\x10\x59"
"\x23\x40\x22\x20\xAB\x13\x56\xE4\x15\xE4\x6B\x96\x57\x0E\x58\x91\x6C\xB1\x10\x22\x28\x69"
"\x48\xF1\x26\x97\xB0\x89\xD4\xC8\x1F\x6D\xF9\xCC\x52\x86\xA0\x12\xD2\xA8\x4C\x20\x2D\xF0"
"\x0C\x68\x96\x82\xBA\x81\x68\xC6\x90\x94\xF4\x09\x0F\xBA\x92\x15\x40\x5C\x47\x93\x00\x00"
"\x81\x15\x9A\x90\x4B\x5D\xE6\x72\x5D\x67\x4B\x12\x55\xC0\x33\x90\x06\x54\xF0\x1F\xEE\xA8"
"\x62\x44\x28\xF0\x18\xAF\x78\xC3\x67\x1B\x99\xCB\x22\x0C\xA2\x80\x4C\x24\xE6\x33\xDF\xE8"
"\x5E\x40\xCC\x82\x96\x56\x06\xB3\x20\x04\xF0\x12\x42\xF6\xC0\xBC\xE6\x71\x53\x22\xDF\xD4"
"\x88\x02\xFC\x51\x97\x9A\x1C\x8C\x94\x10\xD9\x89\x2B\x09\x72\x48\x72\xAA\xA6\x05\x26\xB0"
"\xE7\x3D\xED\x19\xC9\x79\xEE\x13\x20\x96\xF4\xC9\x17\x3C\x37\x91\x0A\xCC\x82\x4D\x0F\x91"
"\x27\x3F\x11\x9A\x50\x85\xF2\x13\x98\x0B\x75\xE8\x43\x21\x1A\x51\x89\x4E\x94\xA2\x15\xB5"
"\xE8\x45\x31\x9A\x51\x8D\x6E\x94\xA3\x1D\xF5\xE8\x47\x41\x1A\x52\x91\x8E\x94\xA4\x25\x35"
"\xE9\x49\x51\x9A\x52\x95\xAE\x14\xA1\x8C\x00\xC3\xFD\x20\x42\x03\x46\xE8\x73\x20\x44\xB0"
"\xE9\x4D\x15\xB2\x81\x9B\xDA\xB4\x99\x03\xA1\x41\xDD\x20\x12\x50\x96\xA2\x94\x53\xFF\x80"
"\x66\x43\x2A\xA0\x4C\xF8\x15\x64\x79\xE9\xCA\x21\x00\xB8\xB6\x94\xA5\x16\x64\x3A\x47\x75"
"\x48\x04\x82\x42\xC4\xA1\x1E\x04\x62\x83\xAC\x68\x04\x16\x07\xBC\x85\x60\xE3\x1F\xC0\x30"
"\x41\x4E\x0A\x42\x03\xB5\xFE\x2F\x79\x50\x21\x82\x5A\x69\x70\xCD\x81\xF0\xC0\x32\x98\x70"
"\x08\x03\x1E\x03\x0C\xB4\x9E\xB4\xA1\x08\x69\x58\xB5\x8E\x39\x10\xF7\x30\x40\xA1\x6E\x82"
"\x27\x50\x54\xB8\x10\xE3\x3C\xF5\x65\x0C\x61\x40\x50\x16\xC3\x10\x06\x59\x35\xA5\x87\xC4"
"\x0D\x34\x4C\xA1\x4C\x98\x1A\x64\x8C\xEA\x44\x28\x86\xE0\xC9\xC3\xA9\x2E\x84\x70\xBE\x7C"
"\xAA\x40\xBA\xE8\x0F\xC2\x2A\x84\x7A\xD6\x63\xE9\x21\x4B\xA6\x86\x37\x1D\xE4\x88\x7B\x3C"
"\xC8\x25\x42\x3B\x90\x04\xB0\x03\xA8\x06\x39\x28\x0F\xB5\x9A\x90\xD2\xBA\x2C\x79\x03\xE9"
"\xAC\x42\x0A\xE0\x8F\x5A\x56\x36\xB7\x00\x00\x8A\xEE\xEC\xF6\x8F\xD1\x1A\x64\x00\xD3\xB1"
"\xEB\x43\x22\xF0\x98\xE0\xC6\x73\xBB\x06\xD9\x47\x6E\x87\xEB\xBD\xE2\xFE\x71\xB9\x9F\xD3"
"\x9E\x42\x86\x10\x8C\x6F\x2D\x24\xBD\xEB\x45\xE8\x6F\x01\x62\x16\xE8\x0E\x64\x00\xB3\x60"
"\x84\xF2\xD6\xF1\x0F\x69\x35\x04\x04\x96\x89\xAC\x5D\x98\x94\x10\x1E\x81\xB7\xAD\xE3\x15"
"\x88\x80\x7A\x4B\x90\x76\x05\xD6\x65\x4B\x71\xE5\xF7\xAA\xC4\x4F\xF8\x02\x60\x27\xDD\x9D"
"\x48\xA1\xC2\x78\x10\x53\x0E\x48\x79\xFC\xF0\x07\x83\x07\x22\x9F\x4F\x31\x24\xBC\x03\x29"
"\x71\x9F\x9C\x68\x10\x65\x18\x98\x6A\xAE\x6C\x71\x42\xE1\x8B\x2E\x7F\x14\x94\x6C\xB5\x7A"
"\x2A\x11\xC6\xD2\x10\x13\xFD\x23\x18\x8B\x1C\x08\x23\xBA\x82\xC4\x86\x9C\x38\x20\x44\x36"
"\x88\x0E\x52\x5C\x10\x65\x24\x36\x21\x2D\xA8\x43\x1D\x7C\x6C\x10\x27\x43\x39\xA1\xDC\xF8"
"\xAF\x42\xC4\x23\xD6\x8D\x50\x09\x64\x05\x79\x0D\x9D\x1C\x32\x80\xAC\x4C\xD7\x60\x58\xF2"
"\x23\x69\x0B\x7C\xDA\x81\xD0\x2A\xC1\x03\x51\x86\xFE\xB6\xEA\x10\x74\x44\x58\x25\xBD\xF0"
"\x54\xC8\x1E\xD3\x66\x84\x14\xCA\x1B\x34\xD8\xEB\x40\x36\x50\x87\x1C\x0F\x39\xCD\x0F\x19"
"\xA3\x9E\x03\xA2\x8C\xF2\xC6\x99\x28\xFC\x60\xF2\x46\x0A\x50\xC1\x05\x06\x85\x84\x0D\x41"
"\x2C\x43\x82\x40\x67\x85\x18\x19\x4E\x6A\x16\xC8\xF7\x10\x0D\x10\xF7\x78\x9A\xD1\x00\xD0"
"\x87\x85\x2D\xF2\xD8\xA2\x1D\x04\x04\x4B\xA1\xAC\x77\x3C\x9B\x90\xE4\x12\x98\xB1\x06\x4E"
"\xF4\x3F\xE4\x4A\x10\x3D\xA9\xB2\xD4\xF3\xCC\xEE\x3F\x5C\x8B\x10\x0D\xD4\xF5\x66\xA8\x1E"
"\x08\x7C\x39\xCD\x69\xFA\xF6\xE3\xD1\x04\x41\x32\x99\x2F\xE2\x05\x20\xDA\x27\x21\xD2\x7E"
"\x07\xB5\x53\x3A\xEC\x7F\x5C\x57\x21\xBF\x0E\xF6\xB0\xBC\x63\x6C\x13\x17\xBA\x21\x8D\x81"
"\xF6\xB2\x67\xBC\x10\x05\x80\x00\x04\x9B\x45\xB1\xA6\xCF\xE6\x60\x75\xB3\xDB\xDD\x19\x31"
"\x01\x23\x00\x31\x92\x56\x1B\xF5\xAE\x8F\x09\x30\x75\xFB\x11\x5A\x7E\x9C\xDB\xB4\xC2\xB5"
"\x75\x6A\x57\x9B\x10\xEA\xFD\xDB\x83\x4B\x19\xF1\xD6\xE4\xAD\x90\x17\x4B\xDC\xE1\x2A\x99"
"\xCE\x79\x2F\xC2\x80\xA5\xFC\x01\x22\x09\x08\x4A\x07\x11\x62\x58\x86\x00\x85\x76\x8A\x2D"
"\x70\x43\x32\xF6\x0F\x6C\x27\xA4\x78\x1C\x17\x6E\xC4\x13\xB2\x01\x2B\xF8\xC3\x95\x32\xA7"
"\x39\x69\x61\x9E\x91\x83\xDD\x59\x23\x7D\x68\x2E\x36\xD9\x51\x6F\x81\x34\xA0\x09\x8F\xA9"
"\xA3\x42\x0A\x35\x0B\x10\x44\xCC\x20\x34\x68\x41\x3D\x01\x58\x6B\x01\xB6\x20\xAE\x1A\x7E"
"\x8C\x1C\x1B\xE2\xBB\xA0\x31\x3D\xDE\x18\x07\xF7\xD7\xBB\x2E\xEE\x88\x34\x32\xC9\x13\x2D"
"\x2A\xD6\x19\xF2\x6B\xE9\x86\x4C\x50\x4F\x8D\xEA\xDA\x7D\xBB\x6D\x88\x24\xD5\xEB\x15\x01"
"\x1A\x3C\xEF\x9E\xD0\x03\x90\x3A\xA1\x8C\x50\x03\x88\x11\xC2\x83\x4C\x44\x39\x20\x3B\xB5"
"\x69\x4E\x0D\xDF\x53\x81\xF0\xA0\x8C\x10\xA9\x4E\x46\x98\xE3\x2E\xF4\x12\xAC\xD7\x95\xA7"
"\x68\x63\x2A\x4D\xF1\xCC\x5B\x9E\xF3\x0F\xF5\x2A\x42\x3E\xDF\x79\xD1\x8F\x9E\xF4\xA5\x37"
"\xFD\xE9\x51\x9F\x7A\xD5\xAF\x9E\xF5\xAD\x77\xFD\xEB\x61\x1F\x7B\xD9\xCF\x9E\xF6\xB5\x8F"
"\x08\x01\xB8\x9E\x10\x8E\x35\x04\xF7\x2F\xC9\xFD\x45\x03\x80\xFB\xD0\x97\xD4\x77\xDF\x5E"
"\xDD\x2F\x51\x8D\xE3\xA5\x3C\x83\xC6\x05\x29\x45\x56\xF4\x9A\x90\xB9\x2D\xC5\x1B\x42\xBF"
"\x75\xD5\x78\x5D\x10\xDC\x00\x7E\x2A\x9D\x42\x35\xAB\x4C\xD3\x57\x82\x5C\xDC\x2D\x75\x27"
"\xDE\x32\x73\x5D\x90\x06\x74\x43\x9B\x19\x15\x0F\x9C\x6F\xA5\xC6\x05\xF2\x2F\x32\xFF\x80"
"\x3F\x41\xFC\xE3\x0F\x68\x58\xA6\xD9\x01\xB9\x21\x34\x40\x83\x66\x7A\xE1\x33\x82\x08\x95"
"\x42\x8D\x05\x6A\xC5\x3B\x20\x23\x88\xCC\xAF\x85\x26\x66\x81\x7E\x08\x88\x12\xE3\xE1\x8E"
"\xED\x1B\x82\x61\x16\x02\xB0\x9D\x08\xE2\x3A\x2A\x83\xEF\x10\xAA\x46\xEE\xAF\xE0\x78\x68"
"\x81\xF4\x64\x31\x02\x80\x68\xD2\x0F\x00\xBA\xA8\xFD\xF4\x43\x6D\xA8\x2A\x37\x00\x62\x11"
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"\xD8\x2F\x3C\x30\x45\x26\x32\x61\x8A\xB7\x3C\x43\x0D\x45\xAE\x03\x0D\xB2\xF2\x0D\x46\x34"
"\xD9\xC9\x98\x74\xEF\xE3\x62\x5C\x27\x26\x67\x62\x16\x06\x09\xB0\x40\xE0\x23\x4C\xEE\x90"
"\x39\xB9\xEA\x64\x67\x88\xDF\x47\xDF\x59\x5E\x74\xC2\x02\xD9\x43\x32\xC1\xFA\x49\x45\x38"
"\xF1\xCE\x10\xBE\x08\x28\xBA\xEC\xBE\xE4\x7C\xD2\x1F\x06\xC6\xCF\x96\x35\x09\xC8\x9E\x82"
"\xC4\x34\xEC\x12\xA6\x88\xDA\xFC\x5C\x7F\xB4\x60\x03\x92\x96\x74\x05\x2E\x91\x64\xAB\x24"
"\xEC\x00\x8A\x30\x13\x26\x2A\x30\xE9\xAD\x65\x65\x11\x07\x68\x00\xA9\x1B\x30\xCF\x38\x02"
"\xE0\xC5\x98\xFA\x73\x67\x36\x50\xEA\x0A\x4C\xE8\x1F\xBE\x75\x48\x52\x0A\x16\x90\x00\xF9"
"\xD8\xA6\x24\xB1\x4D\x00\xCA\x52\x68\xEB\x38\x3A\xC1\x24\x76\x08\xE5\x68\x1D\xD8\xCB\xB1"
"\x78\x77\xD6\x6D\x9A\xB1\x29\x7C\x95\x8B\x10\x8B\xD1\x02\x29\x4B\x1D\xC0\x60\x6D\x2B\x64"
"\x36\xD9\x34\x45\x0F\x6E\x82\x23\xA2\x3E\x20\xB8\xB6\x08\x1C\x08\xED\x36\x8C\xD5\xF9\x26"
"\x6B\xD9\xD4\xF2\xC7\xAC\xAD\xE6\xED\x1F\xBB\x84\xBF\x00\x60\x1B\x9C\xA5\xAD\xD3\x42\x01"
"\x25\xCD\x32\xD1\x12\x90\x85\x3D\x6E\x81\xF0\xA8\x44\xAA\x95\xEF\x83\xE3\xC8\x9E\xFA\x0D"
"\x52\x69\xC0\x46\xCD\x00\xBE\xE8\xB9\xBA\x6C\xC0\x04\x12\x07\x01\x0D\xDA\xF3\x53\x71\xB9"
"\xC8\xC6\x01\xE1\xA4\x40\x5C\x26\xD7\x4C\xBA\x17\x35\x21\x44\xB5\x9B\xAB\x0B\xEF\x81\x2C"
"\xE3\x1F\xF2\x73\x48\x08\x9D\xDD\xDD\x8E\x83\x57\x2F\x50\x15\x08\xBF\x4B\xCB\x19\xF8\xBC"
"\xE8\x22\x5D\xF1\x06\x27\x23\x50\x16\x8D\xA3\xBB\xC5\x3F\x1B\x08\xBB\xBC\xD1\x6E\x34\xF4"
"\xCF\x87\x0E\x2E\x54\x04\x32\x2B\xC1\x50\xFC\x83\xE7\x27\x27\xC8\xB7\x86\xBB\x4B\x44\x02"
"\x8A\x45\x88\x46\x0D\x7E\x10\x7E\x80\x0B\xBE\x63\x16\x5B\x75\xB8\x43\xF8\x7A\x90\x77\xF8"
"\x03\xB0\xFF\x16\xC8\x00\x2E\x08\x8D\x30\x6F\x35\xE9\xB0\x69\x65\x5E\x25\x2B\x91\x3A\x4A"
"\x47\xBD\x33\x4E\xD7\x66\x83\x81\xC7\xA5\xDC\x91\x22\x64\xC6\xD5\xB3\x6C\x4E\x1F\xB4\xEC"
"\x38\x20\x4D\x18\x3B\x61\xAD\xD0\xCD\x4F\x06\x49\xC1\x31\x01\x83\x5A\x23\x22\x8B\xA3\x69"
"\x7B\xDA\x5F\xD5\x4B\x32\xDD\x8A\x98\x26\x58\x52\x9D\x5D\x4A\x9A\x3F\xBE\xB1\x4C\xA4\x4C"
"\x15\x24\x26\x60\xAA\x75\x02\x20\x00\xA4\x8E\xF4\xA3\x04\x70\x39\x4A\x65\x0F\x7B\xD6\xE3"
"\x3E\xF7\xBA\xDF\x3D\xEF\x7B\xEF\xFB\xDF\x03\x3F\xF8\xC2\x1F\x3E\xF1\x8B\x6F\xFC\xE3\x23"
"\x3F\xF9\xCA\x5F\x3E\xF3\x9B\xEF\xFC\xE7\x43\x3F\xFA\xD2\x9F\x3E\xF5\xAB\x6F\xFD\xEB\x63"
"\x3F\xFB\xDA\xDF\x3E\xF7\xBB\xEF\xFD\xEF\x83\x3F\xFC\xE2\x1F\x3F\xF9\xCB\x6F\xFE\xF3\xA3"
"\x3F\xFD\xEA\x5F\x3F\xFB\xDB\xEF\xFE\xF7\xC3\xFF\xF8";
#undef DD_ALIGNED_BUFFER
static const FontCharSet s_fontMonoid18CharSet = {
/* bitmap = */ s_fontMonoid18Bitmap,
/* bitmapWidth = */ 256,
/* bitmapHeight = */ 256,
/* bitmapColorChannels = */ 1,
/* bitmapDecompressSize = */ 65536,
/* charBaseHeight = */ 20,
/* charWidth = */ 17,
/* charHeight = */ 30,
/* charCount = */ 96,
{
{ 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 },
{ 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 },
{ 0, 0 }, { 0, 0 }, { 0, 150 }, { 0, 0 },
{ 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 },
{ 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 },
{ 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 },
{ 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 },
{ 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 },
{ 0, 0 }, { 0, 60 }, { 17, 60 }, { 68, 0 },
{ 153, 0 }, { 119, 0 }, { 34, 0 }, { 204, 30 },
{ 119, 30 }, { 102, 30 }, { 0, 0 }, { 102, 0 },
{ 170, 30 }, { 136, 0 }, { 187, 30 }, { 221, 0 },
{ 34, 60 }, { 187, 60 }, { 170, 60 }, { 153, 60 },
{ 136, 60 }, { 119, 60 }, { 102, 60 }, { 85, 60 },
{ 68, 60 }, { 51, 60 }, { 136, 30 }, { 153, 30 },
{ 17, 30 }, { 85, 0 }, { 0, 30 }, { 221, 30 },
{ 204, 0 }, { 170, 210 }, { 153, 210 }, { 136, 210 },
{ 119, 210 }, { 102, 210 }, { 85, 210 }, { 68, 210 },
{ 51, 210 }, { 34, 210 }, { 17, 210 }, { 0, 210 },
{ 238, 180 }, { 221, 180 }, { 204, 180 }, { 187, 180 },
{ 170, 180 }, { 153, 180 }, { 136, 180 }, { 119, 180 },
{ 102, 180 }, { 85, 180 }, { 68, 180 }, { 51, 180 },
{ 34, 180 }, { 17, 180 }, { 0, 180 }, { 85, 30 },
{ 187, 0 }, { 68, 30 }, { 170, 0 }, { 51, 0 },
{ 238, 30 }, { 119, 120 }, { 102, 120 }, { 85, 120 },
{ 68, 120 }, { 51, 120 }, { 34, 120 }, { 17, 120 },
{ 0, 120 }, { 238, 90 }, { 221, 90 }, { 204, 90 },
{ 187, 90 }, { 170, 90 }, { 153, 90 }, { 136, 90 },
{ 119, 90 }, { 102, 90 }, { 85, 90 }, { 68, 90 },
{ 51, 90 }, { 34, 90 }, { 17, 90 }, { 0, 90 },
{ 238, 60 }, { 221, 60 }, { 204, 60 }, { 51, 30 },
{ 238, 0 }, { 34, 30 }, { 17, 0 }, { 0, 0 },
{ 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 },
{ 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 },
{ 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 },
{ 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 },
{ 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 },
{ 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 },
{ 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 },
{ 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 },
{ 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 },
{ 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 },
{ 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 },
{ 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 },
{ 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 },
{ 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 },
{ 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 },
{ 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 },
{ 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 },
{ 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 },
{ 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 },
{ 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 },
{ 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 },
{ 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 },
{ 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 },
{ 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 },
{ 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 },
{ 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 },
{ 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 },
{ 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 },
{ 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 },
{ 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 },
{ 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 },
{ 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 }
}
};
// ========================================================
// LZW decompression helpers for the font bitmap:
// ========================================================
// These must match the font-tool encoder!
static const int LzwNil = -1;
static const int LzwMaxDictBits = 12;
static const int LzwStartBits = 9;
static const int LzwFirstCode = (1 << (LzwStartBits - 1)); // 256
static const int LzwMaxDictEntries = (1 << LzwMaxDictBits); // 4096
struct LzwDictionary
{
// Dictionary entries 0-255 are always reserved to the byte/ASCII range.
struct Entry
{
int code;
int value;
};
int size;
Entry entries[LzwMaxDictEntries];
LzwDictionary();
int findIndex(int code, int value) const;
bool add(int code, int value);
bool flush(int & codeBitsWidth);
};
struct LzwBitStreamReader
{
const std::uint8_t * stream; // Pointer to the external bit stream. Not owned by the reader.
int sizeInBytes; // Size of the stream in bytes. Might include padding.
int sizeInBits; // Size of the stream in bits, padding not include.
int currBytePos; // Current byte being read in the stream.
int nextBitPos; // Bit position within the current byte to access next. 0 to 7.
int numBitsRead; // Total bits read from the stream so far. Never includes byte-rounding.
LzwBitStreamReader(const std::uint8_t * bitStream, int byteCount, int bitCount);
bool readNextBit(int & outBit);
int readBits(int bitCount);
};
// ========================================================
// LzwDictionary:
// ========================================================
LzwDictionary::LzwDictionary()
{
// First 256 dictionary entries are reserved to the byte/ASCII
// range. Additional entries follow for the character sequences
// found in the input. Up to 4096 - 256 (LzwMaxDictEntries - LzwFirstCode).
size = LzwFirstCode;
for (int i = 0; i < size; ++i)
{
entries[i].code = LzwNil;
entries[i].value = i;
}
}
int LzwDictionary::findIndex(const int code, const int value) const
{
if (code == LzwNil)
{
return value;
}
for (int i = 0; i < size; ++i)
{
if (entries[i].code == code && entries[i].value == value)
{
return i;
}
}
return LzwNil;
}
bool LzwDictionary::add(const int code, const int value)
{
if (size == LzwMaxDictEntries)
{
return false;
}
entries[size].code = code;
entries[size].value = value;
++size;
return true;
}
bool LzwDictionary::flush(int & codeBitsWidth)
{
if (size == (1 << codeBitsWidth))
{
++codeBitsWidth;
if (codeBitsWidth > LzwMaxDictBits)
{
// Clear the dictionary (except the first 256 byte entries).
codeBitsWidth = LzwStartBits;
size = LzwFirstCode;
return true;
}
}
return false;
}
// ========================================================
// LzwBitStreamReader:
// ========================================================
LzwBitStreamReader::LzwBitStreamReader(const std::uint8_t * bitStream, const int byteCount, const int bitCount)
: stream(bitStream)
, sizeInBytes(byteCount)
, sizeInBits(bitCount)
, currBytePos(0)
, nextBitPos(0)
, numBitsRead(0)
{ }
bool LzwBitStreamReader::readNextBit(int & outBit)
{
if (numBitsRead >= sizeInBits)
{
return false; // We are done.
}
const int mask = 1 << nextBitPos;
outBit = !!(stream[currBytePos] & mask);
++numBitsRead;
if (++nextBitPos == 8)
{
nextBitPos = 0;
++currBytePos;
}
return true;
}
int LzwBitStreamReader::readBits(const int bitCount)
{
int num = 0;
for (int b = 0; b < bitCount; ++b)
{
int bit;
if (!readNextBit(bit))
{
break;
}
const int mask = 1 << b;
num = (num & ~mask) | (-bit & mask);
}
return num;
}
// ========================================================
// lzwDecompress() and helpers:
// ========================================================
static bool lzwOutputByte(int code, std::uint8_t *& output, int outputSizeBytes, int & bytesDecodedSoFar)
{
if (code < 0 || code >= 256)
{
return false;
}
if (bytesDecodedSoFar >= outputSizeBytes)
{
return false;
}
*output++ = static_cast<std::uint8_t>(code);
++bytesDecodedSoFar;
return true;
}
static bool lzwOutputSequence(const LzwDictionary & dict, int code,
std::uint8_t *& output, int outputSizeBytes,
int & bytesDecodedSoFar, int & firstByte)
{
// A sequence is stored backwards, so we have to write
// it to a temp then output the buffer in reverse.
int i = 0;
std::uint8_t sequence[LzwMaxDictEntries];
do
{
sequence[i++] = dict.entries[code].value & 0xFF;
code = dict.entries[code].code;
} while (code >= 0);
firstByte = sequence[--i];
for (; i >= 0; --i)
{
if (!lzwOutputByte(sequence[i], output, outputSizeBytes, bytesDecodedSoFar))
{
return false;
}
}
return true;
}
static int lzwDecompress(const void * compressedData, int compressedSizeBytes,
int compressedSizeBits, void * uncompressedData,
int uncompressedSizeBytes)
{
if (compressedData == nullptr || uncompressedData == nullptr)
{
return 0;
}
if (compressedSizeBytes <= 0 || compressedSizeBits <= 0 || uncompressedSizeBytes <= 0)
{
return 0;
}
int code = LzwNil;
int prevCode = LzwNil;
int codeBitsWidth = LzwStartBits;
int firstByte = 0;
int bytesDecoded = 0;
const std::uint8_t * compressedPtr = reinterpret_cast<const std::uint8_t *>(compressedData);
std::uint8_t * uncompressedPtr = reinterpret_cast<std::uint8_t *>(uncompressedData);
// We'll reconstruct the dictionary based on the bit stream codes.
LzwBitStreamReader bitStream(compressedPtr, compressedSizeBytes, compressedSizeBits);
LzwDictionary dictionary;
// We check to avoid an overflow of the user buffer.
// If the buffer is smaller than the decompressed size, we
// break the loop and return the current decompression count.
while (bitStream.numBitsRead < bitStream.sizeInBits)
{
if (codeBitsWidth > LzwMaxDictBits)
{
break;
}
code = bitStream.readBits(codeBitsWidth);
if (prevCode == LzwNil)
{
if (!lzwOutputByte(code, uncompressedPtr, uncompressedSizeBytes, bytesDecoded))
{
break;
}
firstByte = code;
prevCode = code;
continue;
}
if (code >= dictionary.size)
{
if (!lzwOutputSequence(dictionary, prevCode, uncompressedPtr,
uncompressedSizeBytes, bytesDecoded, firstByte))
{
break;
}
if (!lzwOutputByte(firstByte, uncompressedPtr, uncompressedSizeBytes, bytesDecoded))
{
break;
}
}
else
{
if (!lzwOutputSequence(dictionary, code, uncompressedPtr,
uncompressedSizeBytes, bytesDecoded, firstByte))
{
break;
}
}
if (!dictionary.add(prevCode, firstByte))
{
break;
}
if (dictionary.flush(codeBitsWidth))
{
prevCode = LzwNil;
}
else
{
prevCode = code;
}
}
return bytesDecoded;
}
// ========================================================
// Built-in font glyph bitmap decompression:
// ========================================================
// If you decide to change the font, these are the only things that
// need to be updated. The s_font* variables are never referenced
// directly in the code, these functions are used instead.
static inline const std::uint8_t * getRawFontBitmapData() { return s_fontMonoid18Bitmap; }
static inline const FontCharSet & getFontCharSet() { return s_fontMonoid18CharSet; }
static std::uint8_t * decompressFontBitmap()
{
const std::uint32_t * compressedData = reinterpret_cast<const std::uint32_t *>(getRawFontBitmapData());
// First two uint32s are the compressed size in
// bytes followed by the compressed size in bits.
const int compressedSizeBytes = *compressedData++;
const int compressedSizeBits = *compressedData++;
// Allocate the decompression buffer:
const int uncompressedSizeBytes = getFontCharSet().bitmapDecompressSize;
std::uint8_t * uncompressedData = static_cast<std::uint8_t *>(DD_MALLOC(uncompressedSizeBytes));
// Out of memory? Font rendering will be disable.
if (uncompressedData == nullptr)
{
return nullptr;
}
// Decode the bitmap pixels (stored with an LZW-flavor of compression):
const int bytesDecoded = lzwDecompress(compressedData,
compressedSizeBytes,
compressedSizeBits,
uncompressedData,
uncompressedSizeBytes);
// Unexpected decompression size? Probably a data mismatch in the font-tool.
if (bytesDecoded != uncompressedSizeBytes)
{
DD_MFREE(uncompressedData);
return nullptr;
}
// Must later free with DD_MFREE().
return uncompressedData;
}
// ========================================================
// Internal Debug Draw queues and helper types/functions:
// ========================================================
struct DebugString
{
std::int64_t expiryDateMillis;
ddVec3 color;
float posX;
float posY;
float scaling;
ddStr text;
bool centered;
};
struct DebugPoint
{
std::int64_t expiryDateMillis;
ddVec3 position;
ddVec3 color;
float size;
bool depthEnabled;
};
struct DebugLine
{
std::int64_t expiryDateMillis;
ddVec3 posFrom;
ddVec3 posTo;
ddVec3 color;
bool depthEnabled;
};
struct InternalContext DD_EXPLICIT_CONTEXT_ONLY(: public OpaqueContextType)
{
int vertexBufferUsed;
int debugStringsCount;
int debugPointsCount;
int debugLinesCount;
std::int64_t currentTimeMillis; // Latest time value (in milliseconds) from dd::flush().
GlyphTextureHandle glyphTexHandle; // Our built-in glyph bitmap. If kept null, no text is rendered.
RenderInterface * renderInterface; // Ref to the external renderer. Can be null for a no-op debug draw.
DrawVertex vertexBuffer[DEBUG_DRAW_VERTEX_BUFFER_SIZE]; // Vertex buffer we use to expand the lines/points before calling on RenderInterface.
DebugString debugStrings[DEBUG_DRAW_MAX_STRINGS]; // Debug strings queue (2D screen-space strings + 3D projected labels).
DebugPoint debugPoints[DEBUG_DRAW_MAX_POINTS]; // 3D debug points queue.
DebugLine debugLines[DEBUG_DRAW_MAX_LINES]; // 3D debug lines queue.
InternalContext(RenderInterface * renderer)
: vertexBufferUsed(0)
, debugStringsCount(0)
, debugPointsCount(0)
, debugLinesCount(0)
, currentTimeMillis(0)
, glyphTexHandle(nullptr)
, renderInterface(renderer)
{ }
};
// ========================================================
// Library context mode selection:
// ========================================================
#if (defined(DEBUG_DRAW_PER_THREAD_CONTEXT) && defined(DEBUG_DRAW_EXPLICIT_CONTEXT))
#error "DEBUG_DRAW_PER_THREAD_CONTEXT and DEBUG_DRAW_EXPLICIT_CONTEXT are mutually exclusive!"
#endif // DEBUG_DRAW_PER_THREAD_CONTEXT && DEBUG_DRAW_EXPLICIT_CONTEXT
#if defined(DEBUG_DRAW_EXPLICIT_CONTEXT)
//
// Explicit context passed as argument
//
#define DD_CONTEXT static_cast<InternalContext *>(ctx)
#elif defined(DEBUG_DRAW_PER_THREAD_CONTEXT)
//
// Per-thread global context (MT safe)
//
#if defined(__GNUC__) || defined(__clang__) // GCC/Clang
#define DD_THREAD_LOCAL static __thread
#elif defined(_MSC_VER) // Visual Studio
#define DD_THREAD_LOCAL static __declspec(thread)
#else // Try C++11 thread_local
#if DEBUG_DRAW_CXX11_SUPPORTED
#define DD_THREAD_LOCAL static thread_local
#else // !DEBUG_DRAW_CXX11_SUPPORTED
#error "Unsupported compiler - unknown TLS model"
#endif // DEBUG_DRAW_CXX11_SUPPORTED
#endif // TLS model
DD_THREAD_LOCAL InternalContext * s_threadContext = nullptr;
#define DD_CONTEXT s_threadContext
#undef DD_THREAD_LOCAL
#else // Debug Draw context selection
//
// Global static context (single threaded operation)
//
static InternalContext * s_globalContext = nullptr;
#define DD_CONTEXT s_globalContext
#endif // Debug Draw context selection
// ========================================================
#if DEBUG_DRAW_USE_STD_MATH
static inline float floatAbs(float x) { return fabsf(x); }
static inline float floatSin(float radians) { return sinf(radians); }
static inline float floatCos(float radians) { return cosf(radians); }
static inline float floatInvSqrt(float x) { return (1.0f / sqrtf(x)); }
#else // !DEBUG_DRAW_USE_STD_MATH
// ========================================================
// Fast approximations of math functions used by Debug Draw
// ========================================================
union Float2UInt
{
float asFloat;
std::uint32_t asUInt;
};
static inline float floatRound(float x)
{
// Probably slower than std::floor(), also depends of FPU settings,
// but we only need this for that special sin/cos() case anyways...
const int i = static_cast<int>(x);
return (x >= 0.0f) ? static_cast<float>(i) : static_cast<float>(i - 1);
}
static inline float floatAbs(float x)
{
// Mask-off the sign bit
Float2UInt i;
i.asFloat = x;
i.asUInt &= 0x7FFFFFFF;
return i.asFloat;
}
static inline float floatInvSqrt(float x)
{
// Modified version of the emblematic Q_rsqrt() from Quake 3.
// See: http://en.wikipedia.org/wiki/Fast_inverse_square_root
Float2UInt i;
float y, r;
y = x * 0.5f;
i.asFloat = x;
i.asUInt = 0x5F3759DF - (i.asUInt >> 1);
r = i.asFloat;
r = r * (1.5f - (r * r * y));
return r;
}
static inline float floatSin(float radians)
{
static const float A = -2.39e-08;
static const float B = 2.7526e-06;
static const float C = 1.98409e-04;
static const float D = 8.3333315e-03;
static const float E = 1.666666664e-01;
if (radians < 0.0f || radians >= TAU)
{
radians -= floatRound(radians / TAU) * TAU;
}
if (radians < PI)
{
if (radians > HalfPI)
{
radians = PI - radians;
}
}
else
{
radians = (radians > (PI + HalfPI)) ? (radians - TAU) : (PI - radians);
}
const float s = radians * radians;
return radians * (((((A * s + B) * s - C) * s + D) * s - E) * s + 1.0f);
}
static inline float floatCos(float radians)
{
static const float A = -2.605e-07;
static const float B = 2.47609e-05;
static const float C = 1.3888397e-03;
static const float D = 4.16666418e-02;
static const float E = 4.999999963e-01;
if (radians < 0.0f || radians >= TAU)
{
radians -= floatRound(radians / TAU) * TAU;
}
float d;
if (radians < PI)
{
if (radians > HalfPI)
{
radians = PI - radians;
d = -1.0f;
}
else
{
d = 1.0f;
}
}
else
{
if (radians > (PI + HalfPI))
{
radians = radians - TAU;
d = 1.0f;
}
else
{
radians = PI - radians;
d = -1.0f;
}
}
const float s = radians * radians;
return d * (((((A * s + B) * s - C) * s + D) * s - E) * s + 1.0f);
}
#endif // DEBUG_DRAW_USE_STD_MATH
// ========================================================
// ddVec3 helpers:
// ========================================================
enum VecElements { X, Y, Z, W };
static inline void vecSet(ddVec3_Out dest, const float x, const float y, const float z)
{
dest[X] = x;
dest[Y] = y;
dest[Z] = z;
}
static inline void vecCopy(ddVec3_Out dest, ddVec3_In src)
{
dest[X] = src[X];
dest[Y] = src[Y];
dest[Z] = src[Z];
}
static inline void vecAdd(ddVec3_Out result, ddVec3_In a, ddVec3_In b)
{
result[X] = a[X] + b[X];
result[Y] = a[Y] + b[Y];
result[Z] = a[Z] + b[Z];
}
static inline void vecSub(ddVec3_Out result, ddVec3_In a, ddVec3_In b)
{
result[X] = a[X] - b[X];
result[Y] = a[Y] - b[Y];
result[Z] = a[Z] - b[Z];
}
static inline void vecScale(ddVec3_Out result, ddVec3_In v, const float s)
{
result[X] = v[X] * s;
result[Y] = v[Y] * s;
result[Z] = v[Z] * s;
}
static inline void vecNormalize(ddVec3_Out result, ddVec3_In v)
{
const float lenSqr = v[X] * v[X] + v[Y] * v[Y] + v[Z] * v[Z];
const float invLen = floatInvSqrt(lenSqr);
result[X] = v[X] * invLen;
result[Y] = v[Y] * invLen;
result[Z] = v[Z] * invLen;
}
static inline void vecOrthogonalBasis(ddVec3_Out left, ddVec3_Out up, ddVec3_In v)
{
// Produces two orthogonal vectors for normalized vector v.
float lenSqr, invLen;
if (floatAbs(v[Z]) > 0.7f)
{
lenSqr = v[Y] * v[Y] + v[Z] * v[Z];
invLen = floatInvSqrt(lenSqr);
up[X] = 0.0f;
up[Y] = v[Z] * invLen;
up[Z] = -v[Y] * invLen;
left[X] = lenSqr * invLen;
left[Y] = -v[X] * up[Z];
left[Z] = v[X] * up[Y];
}
else
{
lenSqr = v[X] * v[X] + v[Y] * v[Y];
invLen = floatInvSqrt(lenSqr);
left[X] = -v[Y] * invLen;
left[Y] = v[X] * invLen;
left[Z] = 0.0f;
up[X] = -v[Z] * left[Y];
up[Y] = v[Z] * left[X];
up[Z] = lenSqr * invLen;
}
}
// ========================================================
// ddMat4x4 helpers:
// ========================================================
static inline void matTransformPointXYZ(ddVec3_Out result, ddVec3_In p, ddMat4x4_In m)
{
result[X] = (m[0] * p[X]) + (m[4] * p[Y]) + (m[8] * p[Z]) + m[12]; // p[W] assumed to be 1
result[Y] = (m[1] * p[X]) + (m[5] * p[Y]) + (m[9] * p[Z]) + m[13];
result[Z] = (m[2] * p[X]) + (m[6] * p[Y]) + (m[10] * p[Z]) + m[14];
}
static inline void matTransformPointXYZW(float result[4], ddVec3_In p, ddMat4x4_In m)
{
result[X] = (m[0] * p[X]) + (m[4] * p[Y]) + (m[8] * p[Z]) + m[12]; // p[W] assumed to be 1
result[Y] = (m[1] * p[X]) + (m[5] * p[Y]) + (m[9] * p[Z]) + m[13];
result[Z] = (m[2] * p[X]) + (m[6] * p[Y]) + (m[10] * p[Z]) + m[14];
result[W] = (m[3] * p[X]) + (m[7] * p[Y]) + (m[11] * p[Z]) + m[15];
}
static inline float matTransformPointXYZW2(ddVec3_Out result, const float p[3], ddMat4x4_In m)
{
result[X] = (m[0] * p[X]) + (m[4] * p[Y]) + (m[8] * p[Z]) + m[12]; // p[W] assumed to be 1
result[Y] = (m[1] * p[X]) + (m[5] * p[Y]) + (m[9] * p[Z]) + m[13];
result[Z] = (m[2] * p[X]) + (m[6] * p[Y]) + (m[10] * p[Z]) + m[14];
float rw = (m[3] * p[X]) + (m[7] * p[Y]) + (m[11] * p[Z]) + m[15];
return rw;
}
// ========================================================
// Misc local functions for draw queue management:
// ========================================================
enum DrawMode
{
DrawModePoints,
DrawModeLines,
DrawModeText
};
static void flushDebugVerts(DD_EXPLICIT_CONTEXT_ONLY(ContextHandle ctx,) const DrawMode mode, const bool depthEnabled)
{
if (DD_CONTEXT->vertexBufferUsed == 0)
{
return;
}
switch (mode)
{
case DrawModePoints :
DD_CONTEXT->renderInterface->drawPointList(DD_CONTEXT->vertexBuffer,
DD_CONTEXT->vertexBufferUsed,
depthEnabled);
break;
case DrawModeLines :
DD_CONTEXT->renderInterface->drawLineList(DD_CONTEXT->vertexBuffer,
DD_CONTEXT->vertexBufferUsed,
depthEnabled);
break;
case DrawModeText :
DD_CONTEXT->renderInterface->drawGlyphList(DD_CONTEXT->vertexBuffer,
DD_CONTEXT->vertexBufferUsed,
DD_CONTEXT->glyphTexHandle);
break;
} // switch (mode)
DD_CONTEXT->vertexBufferUsed = 0;
}
static void pushPointVert(DD_EXPLICIT_CONTEXT_ONLY(ContextHandle ctx,) const DebugPoint & point)
{
// Make room for one more vert:
if ((DD_CONTEXT->vertexBufferUsed + 1) >= DEBUG_DRAW_VERTEX_BUFFER_SIZE)
{
flushDebugVerts(DD_EXPLICIT_CONTEXT_ONLY(ctx,) DrawModePoints, point.depthEnabled);
}
DrawVertex & v = DD_CONTEXT->vertexBuffer[DD_CONTEXT->vertexBufferUsed++];
v.point.x = point.position[X];
v.point.y = point.position[Y];
v.point.z = point.position[Z];
v.point.r = point.color[X];
v.point.g = point.color[Y];
v.point.b = point.color[Z];
v.point.size = point.size;
}
static void pushLineVert(DD_EXPLICIT_CONTEXT_ONLY(ContextHandle ctx,) const DebugLine & line)
{
// Make room for two more verts:
if ((DD_CONTEXT->vertexBufferUsed + 2) >= DEBUG_DRAW_VERTEX_BUFFER_SIZE)
{
flushDebugVerts(DD_EXPLICIT_CONTEXT_ONLY(ctx,) DrawModeLines, line.depthEnabled);
}
DrawVertex & v0 = DD_CONTEXT->vertexBuffer[DD_CONTEXT->vertexBufferUsed++];
DrawVertex & v1 = DD_CONTEXT->vertexBuffer[DD_CONTEXT->vertexBufferUsed++];
v0.line.x = line.posFrom[X];
v0.line.y = line.posFrom[Y];
v0.line.z = line.posFrom[Z];
v0.line.r = line.color[X];
v0.line.g = line.color[Y];
v0.line.b = line.color[Z];
v1.line.x = line.posTo[X];
v1.line.y = line.posTo[Y];
v1.line.z = line.posTo[Z];
v1.line.r = line.color[X];
v1.line.g = line.color[Y];
v1.line.b = line.color[Z];
}
static void pushGlyphVerts(DD_EXPLICIT_CONTEXT_ONLY(ContextHandle ctx,) const DrawVertex verts[4])
{
static const int indexes[6] = { 0, 1, 2, 2, 1, 3 };
// Make room for one more glyph (2 tris):
if ((DD_CONTEXT->vertexBufferUsed + 6) >= DEBUG_DRAW_VERTEX_BUFFER_SIZE)
{
flushDebugVerts(DD_EXPLICIT_CONTEXT_ONLY(ctx,) DrawModeText, false);
}
for (int i = 0; i < 6; ++i)
{
DD_CONTEXT->vertexBuffer[DD_CONTEXT->vertexBufferUsed++].glyph = verts[indexes[i]].glyph;
}
}
static void pushStringGlyphs(DD_EXPLICIT_CONTEXT_ONLY(ContextHandle ctx,) float x, float y,
const char * text, ddVec3_In color, const float scaling)
{
// Invariants for all characters:
const float initialX = x;
const float scaleU = static_cast<float>(getFontCharSet().bitmapWidth);
const float scaleV = static_cast<float>(getFontCharSet().bitmapHeight);
const float fixedWidth = static_cast<float>(getFontCharSet().charWidth);
const float fixedHeight = static_cast<float>(getFontCharSet().charHeight);
const float tabW = fixedWidth * 4.0f * scaling; // TAB = 4 spaces.
const float chrW = fixedWidth * scaling;
const float chrH = fixedHeight * scaling;
for (; *text != '\0'; ++text)
{
const int charVal = *text;
if (charVal >= FontCharSet::MaxChars)
{
continue;
}
if (charVal == ' ')
{
x += chrW;
continue;
}
if (charVal == '\t')
{
x += tabW;
continue;
}
if (charVal == '\n')
{
y += chrH;
x = initialX;
continue;
}
const FontChar fontChar = getFontCharSet().chars[charVal];
const float u0 = (fontChar.x + 0.5f) / scaleU;
const float v0 = (fontChar.y + 0.5f) / scaleV;
const float u1 = u0 + (fixedWidth / scaleU);
const float v1 = v0 + (fixedHeight / scaleV);
DrawVertex verts[4];
verts[0].glyph.x = x;
verts[0].glyph.y = y;
verts[0].glyph.u = u0;
verts[0].glyph.v = v0;
verts[0].glyph.r = color[X];
verts[0].glyph.g = color[Y];
verts[0].glyph.b = color[Z];
verts[1].glyph.x = x;
verts[1].glyph.y = y + chrH;
verts[1].glyph.u = u0;
verts[1].glyph.v = v1;
verts[1].glyph.r = color[X];
verts[1].glyph.g = color[Y];
verts[1].glyph.b = color[Z];
verts[2].glyph.x = x + chrW;
verts[2].glyph.y = y;
verts[2].glyph.u = u1;
verts[2].glyph.v = v0;
verts[2].glyph.r = color[X];
verts[2].glyph.g = color[Y];
verts[2].glyph.b = color[Z];
verts[3].glyph.x = x + chrW;
verts[3].glyph.y = y + chrH;
verts[3].glyph.u = u1;
verts[3].glyph.v = v1;
verts[3].glyph.r = color[X];
verts[3].glyph.g = color[Y];
verts[3].glyph.b = color[Z];
pushGlyphVerts(DD_EXPLICIT_CONTEXT_ONLY(ctx,) verts);
x += chrW;
}
}
static float calcTextWidth(const char * text, const float scaling)
{
const float fixedWidth = static_cast<float>(getFontCharSet().charWidth);
const float tabW = fixedWidth * 4.0f * scaling; // TAB = 4 spaces.
const float chrW = fixedWidth * scaling;
float x = 0.0f;
for (; *text != '\0'; ++text)
{
// Tabs are handled differently (4 spaces)
if (*text == '\t')
{
x += tabW;
}
else // Non-tab char (including whitespace)
{
x += chrW;
}
}
return x;
}
static void drawDebugStrings(DD_EXPLICIT_CONTEXT_ONLY(ContextHandle ctx))
{
const int count = DD_CONTEXT->debugStringsCount;
if (count == 0)
{
return;
}
const DebugString * const debugStrings = DD_CONTEXT->debugStrings;
for (int i = 0; i < count; ++i)
{
const DebugString & dstr = debugStrings[i];
if (dstr.centered)
{
// 3D Labels are centered at the point of origin, e.g. center-aligned.
const float offset = calcTextWidth(dstr.text.c_str(), dstr.scaling) * 0.5f;
pushStringGlyphs(DD_EXPLICIT_CONTEXT_ONLY(ctx,) dstr.posX - offset, dstr.posY, dstr.text.c_str(), dstr.color, dstr.scaling);
}
else
{
// Left-aligned
pushStringGlyphs(DD_EXPLICIT_CONTEXT_ONLY(ctx,) dstr.posX, dstr.posY, dstr.text.c_str(), dstr.color, dstr.scaling);
}
}
flushDebugVerts(DD_EXPLICIT_CONTEXT_ONLY(ctx,) DrawModeText, false);
}
static void drawDebugPoints(DD_EXPLICIT_CONTEXT_ONLY(ContextHandle ctx))
{
const int count = DD_CONTEXT->debugPointsCount;
if (count == 0)
{
return;
}
const DebugPoint * const debugPoints = DD_CONTEXT->debugPoints;
//
// First pass, points with depth test ENABLED:
//
int numDepthlessPoints = 0;
for (int i = 0; i < count; ++i)
{
const DebugPoint & point = debugPoints[i];
if (point.depthEnabled)
{
pushPointVert(DD_EXPLICIT_CONTEXT_ONLY(ctx,) point);
}
numDepthlessPoints += !point.depthEnabled;
}
flushDebugVerts(DD_EXPLICIT_CONTEXT_ONLY(ctx,) DrawModePoints, true);
//
// Second pass draws points with depth DISABLED:
//
if (numDepthlessPoints > 0)
{
for (int i = 0; i < count; ++i)
{
const DebugPoint & point = debugPoints[i];
if (!point.depthEnabled)
{
pushPointVert(DD_EXPLICIT_CONTEXT_ONLY(ctx,) point);
}
}
flushDebugVerts(DD_EXPLICIT_CONTEXT_ONLY(ctx,) DrawModePoints, false);
}
}
static void drawDebugLines(DD_EXPLICIT_CONTEXT_ONLY(ContextHandle ctx))
{
const int count = DD_CONTEXT->debugLinesCount;
if (count == 0)
{
return;
}
const DebugLine * const debugLines = DD_CONTEXT->debugLines;
//
// First pass, lines with depth test ENABLED:
//
int numDepthlessLines = 0;
for (int i = 0; i < count; ++i)
{
const DebugLine & line = debugLines[i];
if (line.depthEnabled)
{
pushLineVert(DD_EXPLICIT_CONTEXT_ONLY(ctx,) line);
}
numDepthlessLines += !line.depthEnabled;
}
flushDebugVerts(DD_EXPLICIT_CONTEXT_ONLY(ctx,) DrawModeLines, true);
//
// Second pass draws lines with depth DISABLED:
//
if (numDepthlessLines > 0)
{
for (int i = 0; i < count; ++i)
{
const DebugLine & line = debugLines[i];
if (!line.depthEnabled)
{
pushLineVert(DD_EXPLICIT_CONTEXT_ONLY(ctx,) line);
}
}
flushDebugVerts(DD_EXPLICIT_CONTEXT_ONLY(ctx,) DrawModeLines, false);
}
}
template<typename T>
static void clearDebugQueue(DD_EXPLICIT_CONTEXT_ONLY(ContextHandle ctx,) T * queue, int & queueCount)
{
const std::int64_t time = DD_CONTEXT->currentTimeMillis;
if (time == 0)
{
queueCount = 0;
return;
}
int index = 0;
T * pElem = queue;
// Concatenate elements that still need to be draw on future frames:
for (int i = 0; i < queueCount; ++i, ++pElem)
{
if (pElem->expiryDateMillis > time)
{
if (index != i)
{
queue[index] = *pElem;
}
++index;
}
}
queueCount = index;
}
static void setupGlyphTexture(DD_EXPLICIT_CONTEXT_ONLY(ContextHandle ctx))
{
if (DD_CONTEXT->renderInterface == nullptr)
{
return;
}
if (DD_CONTEXT->glyphTexHandle != nullptr)
{
DD_CONTEXT->renderInterface->destroyGlyphTexture(DD_CONTEXT->glyphTexHandle);
DD_CONTEXT->glyphTexHandle = nullptr;
}
std::uint8_t * decompressedBitmap = decompressFontBitmap();
if (decompressedBitmap == nullptr)
{
return; // Failed to decompressed. No font rendering available.
}
DD_CONTEXT->glyphTexHandle = DD_CONTEXT->renderInterface->createGlyphTexture(
getFontCharSet().bitmapWidth,
getFontCharSet().bitmapHeight,
decompressedBitmap);
// No longer needed.
DD_MFREE(decompressedBitmap);
}
// ========================================================
// Public Debug Draw interface:
// ========================================================
bool initialize(DD_EXPLICIT_CONTEXT_ONLY(ContextHandle * outCtx,) RenderInterface * renderer)
{
if (renderer == nullptr)
{
return false;
}
void * buffer = DD_MALLOC(sizeof(InternalContext));
if (buffer == nullptr)
{
return false;
}
InternalContext * newCtx = ::new(buffer) InternalContext(renderer);
#ifdef DEBUG_DRAW_EXPLICIT_CONTEXT
if ((*outCtx) != nullptr) { shutdown(*outCtx); }
(*outCtx) = newCtx;
#else // !DEBUG_DRAW_EXPLICIT_CONTEXT
if (DD_CONTEXT != nullptr) { shutdown(); }
DD_CONTEXT = newCtx;
#endif // DEBUG_DRAW_EXPLICIT_CONTEXT
setupGlyphTexture(DD_EXPLICIT_CONTEXT_ONLY(*outCtx));
return true;
}
void shutdown(DD_EXPLICIT_CONTEXT_ONLY(ContextHandle ctx))
{
if (DD_CONTEXT != nullptr)
{
// If this macro is defined, the user-provided ddStr type
// needs some extra cleanup before shutdown, so we run for
// all entries in the debugStrings[] array.
//
// We could call std::string::clear() here, but clear()
// doesn't deallocate memory in std string, so we might
// as well let the default destructor do the cleanup,
// when using the default (AKA std::string) ddStr.
#ifdef DEBUG_DRAW_STR_DEALLOC_FUNC
for (int i = 0; i < DEBUG_DRAW_MAX_STRINGS; ++i)
{
DEBUG_DRAW_STR_DEALLOC_FUNC(DD_CONTEXT->debugStrings[i].text);
}
#endif // DEBUG_DRAW_STR_DEALLOC_FUNC
if (DD_CONTEXT->renderInterface != nullptr && DD_CONTEXT->glyphTexHandle != nullptr)
{
DD_CONTEXT->renderInterface->destroyGlyphTexture(DD_CONTEXT->glyphTexHandle);
}
DD_CONTEXT->~InternalContext(); // Destroy first
DD_MFREE(DD_CONTEXT);
#ifndef DEBUG_DRAW_EXPLICIT_CONTEXT
DD_CONTEXT = nullptr;
#endif // DEBUG_DRAW_EXPLICIT_CONTEXT
}
}
bool isInitialized(DD_EXPLICIT_CONTEXT_ONLY(ContextHandle ctx))
{
return (DD_CONTEXT != nullptr && DD_CONTEXT->renderInterface != nullptr);
}
bool hasPendingDraws(DD_EXPLICIT_CONTEXT_ONLY(ContextHandle ctx))
{
if (!isInitialized(DD_EXPLICIT_CONTEXT_ONLY(ctx)))
{
return false;
}
return (DD_CONTEXT->debugStringsCount + DD_CONTEXT->debugPointsCount + DD_CONTEXT->debugLinesCount) > 0;
}
void flush(DD_EXPLICIT_CONTEXT_ONLY(ContextHandle ctx,) const std::int64_t currTimeMillis, const std::uint32_t flags)
{
if (!hasPendingDraws(DD_EXPLICIT_CONTEXT_ONLY(ctx)))
{
return;
}
// Save the last know time value for next dd::line/dd::point calls.
DD_CONTEXT->currentTimeMillis = currTimeMillis;
// Let the user set common render states.
DD_CONTEXT->renderInterface->beginDraw();
// Issue the render calls:
if (flags & FlushLines) { drawDebugLines(DD_EXPLICIT_CONTEXT_ONLY(ctx)); }
if (flags & FlushPoints) { drawDebugPoints(DD_EXPLICIT_CONTEXT_ONLY(ctx)); }
if (flags & FlushText) { drawDebugStrings(DD_EXPLICIT_CONTEXT_ONLY(ctx)); }
// And cleanup if needed.
DD_CONTEXT->renderInterface->endDraw();
// Remove all expired objects, regardless of draw flags:
clearDebugQueue(DD_EXPLICIT_CONTEXT_ONLY(ctx,) DD_CONTEXT->debugStrings, DD_CONTEXT->debugStringsCount);
clearDebugQueue(DD_EXPLICIT_CONTEXT_ONLY(ctx,) DD_CONTEXT->debugPoints, DD_CONTEXT->debugPointsCount);
clearDebugQueue(DD_EXPLICIT_CONTEXT_ONLY(ctx,) DD_CONTEXT->debugLines, DD_CONTEXT->debugLinesCount);
}
void clear(DD_EXPLICIT_CONTEXT_ONLY(ContextHandle ctx))
{
if (!isInitialized(DD_EXPLICIT_CONTEXT_ONLY(ctx)))
{
return;
}
// Let the user cleanup the debug strings:
#ifdef DEBUG_DRAW_STR_DEALLOC_FUNC
for (int i = 0; i < DEBUG_DRAW_MAX_STRINGS; ++i)
{
DEBUG_DRAW_STR_DEALLOC_FUNC(DD_CONTEXT->debugStrings[i].text);
}
#endif // DEBUG_DRAW_STR_DEALLOC_FUNC
DD_CONTEXT->vertexBufferUsed = 0;
DD_CONTEXT->debugStringsCount = 0;
DD_CONTEXT->debugPointsCount = 0;
DD_CONTEXT->debugLinesCount = 0;
}
void point(DD_EXPLICIT_CONTEXT_ONLY(ContextHandle ctx,) ddVec3_In pos, ddVec3_In color,
const float size, const int durationMillis, const bool depthEnabled)
{
if (!isInitialized(DD_EXPLICIT_CONTEXT_ONLY(ctx)))
{
return;
}
if (DD_CONTEXT->debugPointsCount == DEBUG_DRAW_MAX_POINTS)
{
DEBUG_DRAW_OVERFLOWED("DEBUG_DRAW_MAX_POINTS limit reached! Dropping further debug point draws.");
return;
}
DebugPoint & point = DD_CONTEXT->debugPoints[DD_CONTEXT->debugPointsCount++];
point.expiryDateMillis = DD_CONTEXT->currentTimeMillis + durationMillis;
point.depthEnabled = depthEnabled;
point.size = size;
vecCopy(point.position, pos);
vecCopy(point.color, color);
}
void line(DD_EXPLICIT_CONTEXT_ONLY(ContextHandle ctx,) ddVec3_In from, ddVec3_In to,
ddVec3_In color, const int durationMillis, const bool depthEnabled)
{
if (!isInitialized(DD_EXPLICIT_CONTEXT_ONLY(ctx)))
{
return;
}
if (DD_CONTEXT->debugLinesCount == DEBUG_DRAW_MAX_LINES)
{
DEBUG_DRAW_OVERFLOWED("DEBUG_DRAW_MAX_LINES limit reached! Dropping further debug line draws.");
return;
}
DebugLine & line = DD_CONTEXT->debugLines[DD_CONTEXT->debugLinesCount++];
line.expiryDateMillis = DD_CONTEXT->currentTimeMillis + durationMillis;
line.depthEnabled = depthEnabled;
vecCopy(line.posFrom, from);
vecCopy(line.posTo, to);
vecCopy(line.color, color);
}
void screenText(DD_EXPLICIT_CONTEXT_ONLY(ContextHandle ctx,) const char * const str, ddVec3_In pos,
ddVec3_In color, const float scaling, const int durationMillis)
{
if (!isInitialized(DD_EXPLICIT_CONTEXT_ONLY(ctx)))
{
return;
}
if (DD_CONTEXT->glyphTexHandle == nullptr)
{
return;
}
if (DD_CONTEXT->debugStringsCount == DEBUG_DRAW_MAX_STRINGS)
{
DEBUG_DRAW_OVERFLOWED("DEBUG_DRAW_MAX_STRINGS limit reached! Dropping further debug string draws.");
return;
}
DebugString & dstr = DD_CONTEXT->debugStrings[DD_CONTEXT->debugStringsCount++];
dstr.expiryDateMillis = DD_CONTEXT->currentTimeMillis + durationMillis;
dstr.posX = pos[X];
dstr.posY = pos[Y];
dstr.scaling = scaling;
dstr.text = str;
dstr.centered = false;
vecCopy(dstr.color, color);
}
void projectedText(DD_EXPLICIT_CONTEXT_ONLY(ContextHandle ctx,) const char * const str, ddVec3_In pos, ddVec3_In color,
ddMat4x4_In vpMatrix, const int sx, const int sy, const int sw, const int sh, const float scaling,
const int durationMillis)
{
if (!isInitialized(DD_EXPLICIT_CONTEXT_ONLY(ctx)))
{
return;
}
if (DD_CONTEXT->glyphTexHandle == nullptr)
{
return;
}
if (DD_CONTEXT->debugStringsCount == DEBUG_DRAW_MAX_STRINGS)
{
DEBUG_DRAW_OVERFLOWED("DEBUG_DRAW_MAX_STRINGS limit reached! Dropping further debug string draws.");
return;
}
float tempPoint[4];
matTransformPointXYZW(tempPoint, pos, vpMatrix);
// Bail if W ended up as zero.
if (floatAbs(tempPoint[W]) < FloatEpsilon)
{
return;
}
// Bail if point is behind camera.
if (tempPoint[Z] < -tempPoint[W] || tempPoint[Z] > tempPoint[W])
{
return;
}
// Perspective divide (we only care about the 2D part now):
tempPoint[X] /= tempPoint[W];
tempPoint[Y] /= tempPoint[W];
// Map to window coordinates:
float scrX = ((tempPoint[X] * 0.5f) + 0.5f) * sw + sx;
float scrY = ((tempPoint[Y] * 0.5f) + 0.5f) * sh + sy;
// Need to invert the direction because on OGL the screen origin is the bottom-left corner.
// NOTE: This is not renderer agnostic, I think... Should add a #define or something!
scrY = static_cast<float>(sh) - scrY;
DebugString & dstr = DD_CONTEXT->debugStrings[DD_CONTEXT->debugStringsCount++];
dstr.expiryDateMillis = DD_CONTEXT->currentTimeMillis + durationMillis;
dstr.posX = scrX;
dstr.posY = scrY;
dstr.scaling = scaling;
dstr.text = str;
dstr.centered = true;
vecCopy(dstr.color, color);
}
void axisTriad(DD_EXPLICIT_CONTEXT_ONLY(ContextHandle ctx,) ddMat4x4_In transform, const float size,
const float length, const int durationMillis, const bool depthEnabled)
{
if (!isInitialized(DD_EXPLICIT_CONTEXT_ONLY(ctx)))
{
return;
}
ddVec3 p0, p1, p2, p3;
ddVec3 xEnd, yEnd, zEnd;
ddVec3 origin, cR, cG, cB;
vecSet(cR, 1.0f, 0.0f, 0.0f);
vecSet(cG, 0.0f, 1.0f, 0.0f);
vecSet(cB, 0.0f, 0.0f, 1.0f);
vecSet(origin, 0.0f, 0.0f, 0.0f);
vecSet(xEnd, length, 0.0f, 0.0f);
vecSet(yEnd, 0.0f, length, 0.0f);
vecSet(zEnd, 0.0f, 0.0f, length);
matTransformPointXYZ(p0, origin, transform);
matTransformPointXYZ(p1, xEnd, transform);
matTransformPointXYZ(p2, yEnd, transform);
matTransformPointXYZ(p3, zEnd, transform);
arrow(DD_EXPLICIT_CONTEXT_ONLY(ctx,) p0, p1, cR, size, durationMillis, depthEnabled); // X: red axis
arrow(DD_EXPLICIT_CONTEXT_ONLY(ctx,) p0, p2, cG, size, durationMillis, depthEnabled); // Y: green axis
arrow(DD_EXPLICIT_CONTEXT_ONLY(ctx,) p0, p3, cB, size, durationMillis, depthEnabled); // Z: blue axis
}
void arrow(DD_EXPLICIT_CONTEXT_ONLY(ContextHandle ctx,) ddVec3_In from, ddVec3_In to, ddVec3_In color,
const float size, const int durationMillis, const bool depthEnabled)
{
if (!isInitialized(DD_EXPLICIT_CONTEXT_ONLY(ctx)))
{
return;
}
static const float arrowStep = 30.0f; // In degrees
static const float arrowSin[45] = {
0.0f, 0.5f, 0.866025f, 1.0f, 0.866025f, 0.5f, -0.0f, -0.5f, -0.866025f,
-1.0f, -0.866025f, -0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f
};
static const float arrowCos[45] = {
1.0f, 0.866025f, 0.5f, -0.0f, -0.5f, -0.866026f, -1.0f, -0.866025f, -0.5f, 0.0f,
0.5f, 0.866026f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f
};
// Body line:
line(DD_EXPLICIT_CONTEXT_ONLY(ctx,) from, to, color, durationMillis, depthEnabled);
// Aux vectors to compute the arrowhead:
ddVec3 up, right, forward;
vecSub(forward, to, from);
vecNormalize(forward, forward);
vecOrthogonalBasis(right, up, forward);
vecScale(forward, forward, size);
// Arrowhead is a cone (sin/cos tables used here):
float degrees = 0.0f;
for (int i = 0; degrees < 360.0f; degrees += arrowStep, ++i)
{
float scale;
ddVec3 v1, v2, temp;
scale = 0.5f * size * arrowCos[i];
vecScale(temp, right, scale);
vecSub(v1, to, forward);
vecAdd(v1, v1, temp);
scale = 0.5f * size * arrowSin[i];
vecScale(temp, up, scale);
vecAdd(v1, v1, temp);
scale = 0.5f * size * arrowCos[i + 1];
vecScale(temp, right, scale);
vecSub(v2, to, forward);
vecAdd(v2, v2, temp);
scale = 0.5f * size * arrowSin[i + 1];
vecScale(temp, up, scale);
vecAdd(v2, v2, temp);
line(DD_EXPLICIT_CONTEXT_ONLY(ctx,) v1, to, color, durationMillis, depthEnabled);
line(DD_EXPLICIT_CONTEXT_ONLY(ctx,) v1, v2, color, durationMillis, depthEnabled);
}
}
void cross(DD_EXPLICIT_CONTEXT_ONLY(ContextHandle ctx,) ddVec3_In center, const float length,
const int durationMillis, const bool depthEnabled)
{
if (!isInitialized(DD_EXPLICIT_CONTEXT_ONLY(ctx)))
{
return;
}
ddVec3 from, to;
ddVec3 cR, cG, cB;
vecSet(cR, 1.0f, 0.0f, 0.0f);
vecSet(cG, 0.0f, 1.0f, 0.0f);
vecSet(cB, 0.0f, 0.0f, 1.0f);
const float cx = center[X];
const float cy = center[Y];
const float cz = center[Z];
const float hl = length * 0.5f; // Half on each side.
// Red line: X - length/2 to X + length/2
vecSet(from, cx - hl, cy, cz);
vecSet(to, cx + hl, cy, cz);
line(DD_EXPLICIT_CONTEXT_ONLY(ctx,) from, to, cR, durationMillis, depthEnabled);
// Green line: Y - length/2 to Y + length/2
vecSet(from, cx, cy - hl, cz);
vecSet(to, cx, cy + hl, cz);
line(DD_EXPLICIT_CONTEXT_ONLY(ctx,) from, to, cG, durationMillis, depthEnabled);
// Blue line: Z - length/2 to Z + length/2
vecSet(from, cx, cy, cz - hl);
vecSet(to, cx, cy, cz + hl);
line(DD_EXPLICIT_CONTEXT_ONLY(ctx,) from, to, cB, durationMillis, depthEnabled);
}
void circle(DD_EXPLICIT_CONTEXT_ONLY(ContextHandle ctx,) ddVec3_In center, ddVec3_In planeNormal, ddVec3_In color,
const float radius, const float numSteps, const int durationMillis, const bool depthEnabled)
{
if (!isInitialized(DD_EXPLICIT_CONTEXT_ONLY(ctx)))
{
return;
}
ddVec3 left, up;
ddVec3 point, lastPoint;
vecOrthogonalBasis(left, up, planeNormal);
vecScale(up, up, radius);
vecScale(left, left, radius);
vecAdd(lastPoint, center, up);
for (int i = 1; i <= numSteps; ++i)
{
const float radians = TAU * i / numSteps;
ddVec3 vs, vc;
vecScale(vs, left, floatSin(radians));
vecScale(vc, up, floatCos(radians));
vecAdd(point, center, vs);
vecAdd(point, point, vc);
line(DD_EXPLICIT_CONTEXT_ONLY(ctx,) lastPoint, point, color, durationMillis, depthEnabled);
vecCopy(lastPoint, point);
}
}
void plane(DD_EXPLICIT_CONTEXT_ONLY(ContextHandle ctx,) ddVec3_In center, ddVec3_In planeNormal, ddVec3_In planeColor,
ddVec3_In normalVecColor, const float planeScale, const float normalVecScale, const int durationMillis,
const bool depthEnabled)
{
if (!isInitialized(DD_EXPLICIT_CONTEXT_ONLY(ctx)))
{
return;
}
ddVec3 v1, v2, v3, v4;
ddVec3 tangent, bitangent;
vecOrthogonalBasis(tangent, bitangent, planeNormal);
// A little bit of preprocessor voodoo to make things more interesting :P
#define DD_PLANE_V(v, op1, op2) \
v[X] = (center[X] op1 (tangent[X] * planeScale) op2 (bitangent[X] * planeScale)); \
v[Y] = (center[Y] op1 (tangent[Y] * planeScale) op2 (bitangent[Y] * planeScale)); \
v[Z] = (center[Z] op1 (tangent[Z] * planeScale) op2 (bitangent[Z] * planeScale))
DD_PLANE_V(v1, -, -);
DD_PLANE_V(v2, +, -);
DD_PLANE_V(v3, +, +);
DD_PLANE_V(v4, -, +);
#undef DD_PLANE_V
// Draw the wireframe plane quadrilateral:
line(DD_EXPLICIT_CONTEXT_ONLY(ctx,) v1, v2, planeColor, durationMillis, depthEnabled);
line(DD_EXPLICIT_CONTEXT_ONLY(ctx,) v2, v3, planeColor, durationMillis, depthEnabled);
line(DD_EXPLICIT_CONTEXT_ONLY(ctx,) v3, v4, planeColor, durationMillis, depthEnabled);
line(DD_EXPLICIT_CONTEXT_ONLY(ctx,) v4, v1, planeColor, durationMillis, depthEnabled);
// Optionally add a line depicting the plane normal:
if (normalVecScale != 0.0f)
{
ddVec3 normalVec;
normalVec[X] = (planeNormal[X] * normalVecScale) + center[X];
normalVec[Y] = (planeNormal[Y] * normalVecScale) + center[Y];
normalVec[Z] = (planeNormal[Z] * normalVecScale) + center[Z];
line(DD_EXPLICIT_CONTEXT_ONLY(ctx,) center, normalVec, normalVecColor, durationMillis, depthEnabled);
}
}
void sphere(DD_EXPLICIT_CONTEXT_ONLY(ContextHandle ctx,) ddVec3_In center, ddVec3_In color,
const float radius, const int durationMillis, const bool depthEnabled)
{
if (!isInitialized(DD_EXPLICIT_CONTEXT_ONLY(ctx)))
{
return;
}
static const int stepSize = 15;
ddVec3 cache[360 / stepSize];
ddVec3 radiusVec;
vecSet(radiusVec, 0.0f, 0.0f, radius);
vecAdd(cache[0], center, radiusVec);
for (int n = 1; n < arrayLength(cache); ++n)
{
vecCopy(cache[n], cache[0]);
}
ddVec3 lastPoint, temp;
for (int i = stepSize; i <= 360; i += stepSize)
{
const float s = floatSin(degreesToRadians(i));
const float c = floatCos(degreesToRadians(i));
lastPoint[X] = center[X];
lastPoint[Y] = center[Y] + radius * s;
lastPoint[Z] = center[Z] + radius * c;
for (int n = 0, j = stepSize; j <= 360; j += stepSize, ++n)
{
temp[X] = center[X] + floatSin(degreesToRadians(j)) * radius * s;
temp[Y] = center[Y] + floatCos(degreesToRadians(j)) * radius * s;
temp[Z] = lastPoint[Z];
line(DD_EXPLICIT_CONTEXT_ONLY(ctx,) lastPoint, temp, color, durationMillis, depthEnabled);
line(DD_EXPLICIT_CONTEXT_ONLY(ctx,) lastPoint, cache[n], color, durationMillis, depthEnabled);
vecCopy(cache[n], lastPoint);
vecCopy(lastPoint, temp);
}
}
}
void cone(DD_EXPLICIT_CONTEXT_ONLY(ContextHandle ctx,) ddVec3_In apex, ddVec3_In dir, ddVec3_In color,
const float baseRadius, const float apexRadius, const int durationMillis, const bool depthEnabled)
{
if (!isInitialized(DD_EXPLICIT_CONTEXT_ONLY(ctx)))
{
return;
}
static const int stepSize = 20;
ddVec3 axis[3];
ddVec3 top, temp0, temp1, temp2;
ddVec3 p1, p2, lastP1, lastP2;
vecCopy(axis[2], dir);
vecNormalize(axis[2], axis[2]);
vecOrthogonalBasis(axis[0], axis[1], axis[2]);
axis[1][X] = -axis[1][X];
axis[1][Y] = -axis[1][Y];
axis[1][Z] = -axis[1][Z];
vecAdd(top, apex, dir);
vecScale(temp1, axis[1], baseRadius);
vecAdd(lastP2, top, temp1);
if (apexRadius == 0.0f)
{
for (int i = stepSize; i <= 360; i += stepSize)
{
vecScale(temp1, axis[0], floatSin(degreesToRadians(i)));
vecScale(temp2, axis[1], floatCos(degreesToRadians(i)));
vecAdd(temp0, temp1, temp2);
vecScale(temp0, temp0, baseRadius);
vecAdd(p2, top, temp0);
line(DD_EXPLICIT_CONTEXT_ONLY(ctx,) lastP2, p2, color, durationMillis, depthEnabled);
line(DD_EXPLICIT_CONTEXT_ONLY(ctx,) p2, apex, color, durationMillis, depthEnabled);
vecCopy(lastP2, p2);
}
}
else // A degenerate cone with open apex:
{
vecScale(temp1, axis[1], apexRadius);
vecAdd(lastP1, apex, temp1);
for (int i = stepSize; i <= 360; i += stepSize)
{
vecScale(temp1, axis[0], floatSin(degreesToRadians(i)));
vecScale(temp2, axis[1], floatCos(degreesToRadians(i)));
vecAdd(temp0, temp1, temp2);
vecScale(temp1, temp0, apexRadius);
vecScale(temp2, temp0, baseRadius);
vecAdd(p1, apex, temp1);
vecAdd(p2, top, temp2);
line(DD_EXPLICIT_CONTEXT_ONLY(ctx,) lastP1, p1, color, durationMillis, depthEnabled);
line(DD_EXPLICIT_CONTEXT_ONLY(ctx,) lastP2, p2, color, durationMillis, depthEnabled);
line(DD_EXPLICIT_CONTEXT_ONLY(ctx,) p1, p2, color, durationMillis, depthEnabled);
vecCopy(lastP1, p1);
vecCopy(lastP2, p2);
}
}
}
void box(DD_EXPLICIT_CONTEXT_ONLY(ContextHandle ctx,) const ddVec3 points[8], ddVec3_In color,
const int durationMillis, const bool depthEnabled)
{
// Build the lines from points using clever indexing tricks:
// (& 3 is a fancy way of doing % 4, but avoids the expensive modulo operation)
for (int i = 0; i < 4; ++i)
{
line(DD_EXPLICIT_CONTEXT_ONLY(ctx,) points[i], points[(i + 1) & 3], color, durationMillis, depthEnabled);
line(DD_EXPLICIT_CONTEXT_ONLY(ctx,) points[4 + i], points[4 + ((i + 1) & 3)], color, durationMillis, depthEnabled);
line(DD_EXPLICIT_CONTEXT_ONLY(ctx,) points[i], points[4 + i], color, durationMillis, depthEnabled);
}
}
void box(DD_EXPLICIT_CONTEXT_ONLY(ContextHandle ctx,) ddVec3_In center, ddVec3_In color, const float width,
const float height, const float depth, const int durationMillis, const bool depthEnabled)
{
if (!isInitialized(DD_EXPLICIT_CONTEXT_ONLY(ctx)))
{
return;
}
const float cx = center[X];
const float cy = center[Y];
const float cz = center[Z];
const float w = width * 0.5f;
const float h = height * 0.5f;
const float d = depth * 0.5f;
// Create all the 8 points:
ddVec3 points[8];
#define DD_BOX_V(v, op1, op2, op3) \
v[X] = cx op1 w; \
v[Y] = cy op2 h; \
v[Z] = cz op3 d
DD_BOX_V(points[0], -, +, +);
DD_BOX_V(points[1], -, +, -);
DD_BOX_V(points[2], +, +, -);
DD_BOX_V(points[3], +, +, +);
DD_BOX_V(points[4], -, -, +);
DD_BOX_V(points[5], -, -, -);
DD_BOX_V(points[6], +, -, -);
DD_BOX_V(points[7], +, -, +);
#undef DD_BOX_V
box(DD_EXPLICIT_CONTEXT_ONLY(ctx,) points, color, durationMillis, depthEnabled);
}
void aabb(DD_EXPLICIT_CONTEXT_ONLY(ContextHandle ctx,) ddVec3_In mins, ddVec3_In maxs,
ddVec3_In color, const int durationMillis, const bool depthEnabled)
{
if (!isInitialized(DD_EXPLICIT_CONTEXT_ONLY(ctx)))
{
return;
}
ddVec3 bb[2];
ddVec3 points[8];
vecCopy(bb[0], mins);
vecCopy(bb[1], maxs);
// Expand min/max bounds:
for (int i = 0; i < arrayLength(points); ++i)
{
points[i][X] = bb[(i ^ (i >> 1)) & 1][X];
points[i][Y] = bb[(i >> 1) & 1][Y];
points[i][Z] = bb[(i >> 2) & 1][Z];
}
// Build the lines:
box(DD_EXPLICIT_CONTEXT_ONLY(ctx,) points, color, durationMillis, depthEnabled);
}
void frustum(DD_EXPLICIT_CONTEXT_ONLY(ContextHandle ctx,) ddMat4x4_In invClipMatrix,
ddVec3_In color, const int durationMillis, const bool depthEnabled)
{
if (!isInitialized(DD_EXPLICIT_CONTEXT_ONLY(ctx)))
{
return;
}
// Start with the standard clip volume, then bring it back to world space.
static const float planes[8][3] = {
// near plane
{ -1.0f, -1.0f, -1.0f }, { 1.0f, -1.0f, -1.0f },
{ 1.0f, 1.0f, -1.0f }, { -1.0f, 1.0f, -1.0f },
// far plane
{ -1.0f, -1.0f, 1.0f }, { 1.0f, -1.0f, 1.0f },
{ 1.0f, 1.0f, 1.0f }, { -1.0f, 1.0f, 1.0f }
};
ddVec3 points[8];
float wCoords[8];
// Transform the planes by the inverse clip matrix:
for (int i = 0; i < arrayLength(planes); ++i)
{
wCoords[i] = matTransformPointXYZW2(points[i], planes[i], invClipMatrix);
}
// Divide by the W component of each:
for (int i = 0; i < arrayLength(planes); ++i)
{
// But bail if any W ended up as zero.
if (floatAbs(wCoords[W]) < FloatEpsilon)
{
return;
}
points[i][X] /= wCoords[i];
points[i][Y] /= wCoords[i];
points[i][Z] /= wCoords[i];
}
// Connect the dots:
box(DD_EXPLICIT_CONTEXT_ONLY(ctx,) points, color, durationMillis, depthEnabled);
}
void vertexNormal(DD_EXPLICIT_CONTEXT_ONLY(ContextHandle ctx,) ddVec3_In origin, ddVec3_In normal,
const float length, const int durationMillis, const bool depthEnabled)
{
if (!isInitialized(DD_EXPLICIT_CONTEXT_ONLY(ctx)))
{
return;
}
ddVec3 normalVec;
ddVec3 normalColor;
vecSet(normalColor, 1.0f, 1.0f, 1.0f);
normalVec[X] = (normal[X] * length) + origin[X];
normalVec[Y] = (normal[Y] * length) + origin[Y];
normalVec[Z] = (normal[Z] * length) + origin[Z];
line(DD_EXPLICIT_CONTEXT_ONLY(ctx,) origin, normalVec, normalColor, durationMillis, depthEnabled);
}
void tangentBasis(DD_EXPLICIT_CONTEXT_ONLY(ContextHandle ctx,) ddVec3_In origin, ddVec3_In normal, ddVec3_In tangent,
ddVec3_In bitangent, const float lengths, const int durationMillis, const bool depthEnabled)
{
if (!isInitialized(DD_EXPLICIT_CONTEXT_ONLY(ctx)))
{
return;
}
ddVec3 cN, cT, cB;
ddVec3 vN, vT, vB;
vecSet(cN, 1.0f, 1.0f, 1.0f); // Vertex normals are WHITE
vecSet(cT, 1.0f, 1.0f, 0.0f); // Tangents are YELLOW
vecSet(cB, 1.0f, 0.0f, 1.0f); // Bi-tangents are MAGENTA
vN[X] = (normal[X] * lengths) + origin[X];
vN[Y] = (normal[Y] * lengths) + origin[Y];
vN[Z] = (normal[Z] * lengths) + origin[Z];
vT[X] = (tangent[X] * lengths) + origin[X];
vT[Y] = (tangent[Y] * lengths) + origin[Y];
vT[Z] = (tangent[Z] * lengths) + origin[Z];
vB[X] = (bitangent[X] * lengths) + origin[X];
vB[Y] = (bitangent[Y] * lengths) + origin[Y];
vB[Z] = (bitangent[Z] * lengths) + origin[Z];
line(DD_EXPLICIT_CONTEXT_ONLY(ctx,) origin, vN, cN, durationMillis, depthEnabled);
line(DD_EXPLICIT_CONTEXT_ONLY(ctx,) origin, vT, cT, durationMillis, depthEnabled);
line(DD_EXPLICIT_CONTEXT_ONLY(ctx,) origin, vB, cB, durationMillis, depthEnabled);
}
void xzSquareGrid(DD_EXPLICIT_CONTEXT_ONLY(ContextHandle ctx,) const float mins, const float maxs, const float y,
const float step, ddVec3_In color, const int durationMillis, const bool depthEnabled)
{
if (!isInitialized(DD_EXPLICIT_CONTEXT_ONLY(ctx)))
{
return;
}
ddVec3 from, to;
for (float i = mins; i <= maxs; i += step)
{
// Horizontal line (along the X)
vecSet(from, mins, y, i);
vecSet(to, maxs, y, i);
line(DD_EXPLICIT_CONTEXT_ONLY(ctx,) from, to, color, durationMillis, depthEnabled);
// Vertical line (along the Z)
vecSet(from, i, y, mins);
vecSet(to, i, y, maxs);
line(DD_EXPLICIT_CONTEXT_ONLY(ctx,) from, to, color, durationMillis, depthEnabled);
}
}
// ========================================================
// RenderInterface stubs:
// ========================================================
RenderInterface::~RenderInterface() { }
void RenderInterface::beginDraw() { }
void RenderInterface::endDraw() { }
void RenderInterface::drawPointList(const DrawVertex *, int, bool) { }
void RenderInterface::drawLineList(const DrawVertex *, int, bool) { }
void RenderInterface::drawGlyphList(const DrawVertex *, int, GlyphTextureHandle) { }
void RenderInterface::destroyGlyphTexture(GlyphTextureHandle) { }
GlyphTextureHandle RenderInterface::createGlyphTexture(int, int, const void *) { return nullptr; }
} // namespace dd
#undef DD_CONTEXT
#undef DD_MALLOC
#undef DD_MFREE
// ================ End of implementation =================
#endif // DEBUG_DRAW_IMPLEMENTATION
// ================ End of implementation =================
\ No newline at end of file
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
//
// Created by webpigeon on 11/06/22.
//
#ifndef FGGL_DEBUG_IMPL_LOGGING_FMT_HPP
#define FGGL_DEBUG_IMPL_LOGGING_FMT_HPP
#include <fmt/format.h>
#include <fmt/color.h>
#include <iostream>
#include <string>
#include <string_view>
#include <cstdio>
constexpr std::string_view CERR_FMT{"[{}] {}\n"};
namespace fggl::debug {
using FmtType = const std::string_view;
/**
* Logging levels
*/
enum class Level {
critical = 0,
error = 1,
warning = 2,
info = 3,
debug = 4,
trace = 5
};
constexpr std::string_view level_to_string(Level level) {
switch (level) {
case Level::critical: return "CRITICAL";
case Level::error: return "ERROR";
case Level::warning: return "WARNING";
case Level::info: return "INFO";
case Level::debug: return "DEBUG";
case Level::trace: return "TRACE";
default: return "UNKNOWN";
}
}
inline void vlog(const char *file, int line, fmt::string_view format, fmt::format_args args) {
fmt::print("{}: {}", file, line);
fmt::vprint(format, args);
}
template<typename S, typename... Args>
void logf(const char *file, int line, const S &format, Args &&... args) {
vlog(file, line, format, fmt::make_format_args(format, args...));
}
#define info_va(format, ...) \
logf(__FILE__, __LINE__, FMT_STRING(format), __VA_ARGS__)
template<typename ...T>
void log(Level level, FmtType fmt, T &&...args) {
auto fmtStr = fmt::format(fmt::runtime(fmt), args...);
fmt::print(CERR_FMT, level_to_string(level), fmtStr);
}
// inlined, pre-set level versions of the log function above
template<typename ...T>
inline void error(FmtType fmt, T &&...args) {
auto fmtStr = fmt::format(fmt::runtime(fmt), args...);
fmt::print(fg(fmt::color::red), CERR_FMT, level_to_string(Level::error), fmtStr);
}
template<typename ...T>
inline void warning(FmtType fmt, T &&...args) {
auto fmtStr = fmt::format(fmt::runtime(fmt), args...);
fmt::print(fg(fmt::color::orange), CERR_FMT, level_to_string(Level::warning), fmtStr);
}
template<typename ...T>
inline void info(FmtType fmt, T &&...args) {
auto fmtStr = fmt::format(fmt::runtime(fmt), args...);
fmt::print(CERR_FMT, level_to_string(Level::info), fmtStr);
}
template<typename ...T>
inline void debug(FmtType fmt, T &&...args) {
auto fmtStr = fmt::format(fmt::runtime(fmt), args...);
fmt::print(CERR_FMT, level_to_string(Level::debug), fmtStr);
}
template<typename ...T>
inline void trace(FmtType fmt, T &&...args) {
auto fmtStr = fmt::format(fmt::runtime(fmt), args...);
fmt::print(CERR_FMT, level_to_string(Level::trace), fmtStr);
}
}
#endif //FGGL_DEBUG_IMPL_LOGGING_FMT_HPP
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
//
// Created by webpigeon on 08/06/22.
//
#ifndef FGGL_DEBUG_IMPL_LOGGING_SPDLOG_HPP
#define FGGL_DEBUG_IMPL_LOGGING_SPDLOG_HPP
#include <string>
#include <iostream>
#include <memory>
#include <spdlog/spdlog.h>
#include <spdlog/sinks/stdout_color_sinks.h>
namespace fggl::debug {
using FmtType = const std::string_view;
/**
* Logging levels
*/
enum class Level {
critical = spdlog::level::critical,
error = spdlog::level::err,
warning = spdlog::level::warn,
info = spdlog::level::info,
debug = spdlog::level::debug,
trace = spdlog::level::trace
};
template<typename ...T>
void error(const FmtType &fmt, T &&...args) {
spdlog::error(fmt, args...);
}
template<typename ...T>
void warning(const FmtType &fmt, T &&...args) {
spdlog::warn(fmt, args...);
}
template<typename ...T>
void info(const FmtType &fmt, T &&...args) {
spdlog::info(fmt, args...);
}
template<typename ...T>
void debug(const FmtType &fmt, T &&...args) {
spdlog::debug(fmt, args...);
}
template<typename ...T>
void trace(const FmtType &fmt, T &&...args) {
spdlog::trace(fmt, args...);
}
template<typename ...T>
void log(const FmtType &fmt, T &&...args) {
spdlog::log(Level::info, fmt, args...);
}
template<typename ...T>
void log(Level level, const FmtType &fmt, T &&...args) {
spdlog::log(level, fmt, args...);
}
class Logger {
public:
Logger();
template<typename ...Args>
void log(Level level, const FmtType &fmt, Args &&...args) {
spdlog::log(level, fmt, args...);
}
};
}
#endif //FGGL_DEBUG_IMPL_LOGGING_SPDLOG_HPP
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
//
// Created by webpigeon on 11/06/22.
//
#ifndef FGGL_DEBUG_LOGGING_HPP
#define FGGL_DEBUG_LOGGING_HPP
#include <string_view>
namespace fggl::debug {
std::string demangle(const char* name);
using FmtType = const std::string_view;
enum class Level;
template<typename ...T>
void error(FmtType fmt, T &&...args);
template<typename ...T>
void warning(FmtType fmt, T &&...args);
template<typename ...T>
void info(FmtType fmt, T &&...args);
template<typename ...T>
void debug(FmtType fmt, T &&...args);
template<typename ...T>
void trace(FmtType fmt, T &&...args);
template<typename ...T>
void log(FmtType fmt, T &&...args);
template<typename ...T>
void log(Level level, FmtType fmt, T &&...args);
}
#include "fggl/debug/impl/logging_fmt.hpp"
#endif //FGGL_DEBUG_LOGGING_HPP
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
//
// Created by webpigeon on 27/06/22.
// see https://youtrack.jetbrains.com/issue/CPP-5059
#ifndef FGGL_DEBUG_PRAGMAS_HPP
#define FGGL_DEBUG_PRAGMAS_HPP
#if defined(__clang__)
#define PRAGMA_DIAGNOSTIC_PUSH _Pragma("clang diagnostic push")
#elif defined(__GNUC__)
#define PRAGMA_DIAGNOSTIC_PUSH _Pragma("gcc diagnostic push")
#else
#define PRAGMA_DIAGNOSTIC_PUSH
#endif
#if defined(__clang__)
#define PRAGMA_DIAGNOSTIC_POP _Pragma("clang diagnostic pop")
#elif defined(__GNUC__)
#define PRAGMA_DIAGNOSTIC_POP _Pragma("gcc diagnostic pop")
#else
#define PRAGMA_DIAGNOSTIC_POP
#endif
#if defined(__JETBRAINS_IDE__)
#define PRAGMA_CLION_IGNORED(x) _Pragma("ide diagnostic ignored \"" x "\"")
#else
#define PRAGMA_CLION_IGNORED
#endif
#endif //FGGL_DEBUG_PRAGMAS_HPP
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
//
// Created by webpigeon on 27/06/22.
//
#ifndef FGGL_DISPLAY_GLFW_MODULE_HPP
#define FGGL_DISPLAY_GLFW_MODULE_HPP
#include "fggl/display/window.hpp"
#include "fggl/input/module.hpp"
#include "fggl/display/glfw/window.hpp"
#include "fggl/display/glfw/services.hpp"
namespace fggl::display {
struct GLFW {
constexpr static const char *name = "fggl::display::glfw";
constexpr static const std::array<modules::ServiceName, 1> provides = {
WindowService::service
};
constexpr static const std::array<modules::ServiceName, 2> depends = {
fggl::input::Input::service,
fggl::gfx::WindowGraphics::service
};
static bool factory(modules::ServiceName name, modules::Services &serviceManager);
};
bool GLFW::factory(modules::ServiceName service, modules::Services &services) {
if (service == WindowService::service) {
auto input = services.get<input::Input>();
auto graphics = services.get<gfx::WindowGraphics>();
auto context = std::make_shared<glfw::GlfwContext>(input);
services.bind<WindowService, glfw::WindowService>(context, graphics);
return true;
}
return false;
}
} // namespace fggl::display
#endif //FGGL_DISPLAY_GLFW_MODULE_HPP
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
//
// Created by webpigeon on 27/06/22.
//
#ifndef FGGL_DISPLAY_GLFW_SERVICES_HPP
#define FGGL_DISPLAY_GLFW_SERVICES_HPP
#include "fggl/display/window.hpp"
#include "fggl/gfx/setup.hpp"
#include <memory>
#include <utility>
#include <vector>
namespace fggl::display::glfw {
class WindowService : public display::WindowService {
public:
explicit WindowService(std::shared_ptr<GlfwContext> context, gfx::WindowGraphics *gfx)
: m_context(std::move(context)), m_gfx(gfx), m_windows() {}
virtual ~WindowService() = default;
display::Window *create() override {
m_windows.push_back(std::make_unique<Window>(m_context, m_gfx));
return m_windows.back().get();
}
void pollEvents() override {
m_context->pollEvents();
}
private:
std::shared_ptr<GlfwContext> m_context;
gfx::WindowGraphics *m_gfx;
std::vector<std::unique_ptr<Window>> m_windows;
};
} // namespace fggl::display
#endif //FGGL_DISPLAY_GLFW_SERVICES_HPP
#ifndef FGGL_GFX_H
#define FGGL_GFX_H
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
#ifndef FGGL_GFX_WINDOW_HPP
#define FGGL_GFX_WINDOW_HPP
#include <cassert>
#include <string>
#include <memory>
#include <fggl/input/input.hpp>
#include <fggl/gfx/common.hpp>
#include <fggl/math/types.hpp>
#include <fggl/gfx/windowing.hpp>
#include "fggl/input/input.hpp"
#include "fggl/gfx/common.hpp"
#include "fggl/math/types.hpp"
#include "fggl/display/window.hpp"
#include "fggl/gfx/setup.hpp"
namespace fggl::gfx {
namespace fggl::display::glfw {
class GlfwWindow;
class Window;
class GlfwContext {
public:
explicit GlfwContext(std::shared_ptr<fggl::input::Input> input);
explicit GlfwContext(fggl::input::Input *input);
~GlfwContext();
void pollEvents();
private:
std::vector<std::unique_ptr<GlfwWindow>> m_windows;
std::vector<std::unique_ptr<Window>> m_windows;
};
enum MutWindowHint {
......@@ -46,13 +75,13 @@ namespace fggl::gfx {
NoError = GLFW_CONTEXT_NO_ERROR
};
class GlfwWindow : public Window {
class Window : public display::Window {
public:
GlfwWindow(std::shared_ptr<GlfwContext> context);
~GlfwWindow();
explicit Window(std::shared_ptr<GlfwContext> context, gfx::WindowGraphics *);
~Window() override;
GlfwWindow(Window &) = delete;
GlfwWindow(Window &&) = delete;
Window(Window &) = delete;
Window(Window &&) = delete;
[[nodiscard]]
math::vec2i frameSize() const override;
......@@ -76,8 +105,8 @@ namespace fggl::gfx {
inline void framesize(int width, int height) {
m_framesize = math::vec2(width, height);
if ( m_graphics != nullptr ) {
m_graphics->resize( width, height );
if (m_graphics != nullptr) {
m_graphics->resize(width, height);
}
}
......@@ -88,18 +117,18 @@ namespace fggl::gfx {
return glfwWindowShouldClose(m_window);
}
inline void title(const std::string &title) {
inline void setTitle(const char *title) override {
assert(m_window != nullptr);
glfwSetWindowTitle(m_window, title.c_str());
glfwSetWindowTitle(m_window, title);
}
[[nodiscard]]
inline bool fullscreen() const {
inline bool isFullscreen() const override {
assert(m_window != nullptr);
return glfwGetWindowMonitor(m_window) != nullptr;
}
inline void fullscreen(bool state) {
inline void setFullscreen(bool state) override {
assert(m_window != nullptr);
if (state) {
auto monitor = glfwGetPrimaryMonitor();
......
#ifndef FGGL_GFX_GLFW_INPUT_H
#define FGGL_GFX_GLFW_INPUT_H
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
#ifndef FGGL_GFX_WINDOW_INPUT_HPP
#define FGGL_GFX_WINDOW_INPUT_HPP
#include <memory>
#include <string>
#include <fggl/gfx/window.hpp>
#include <fggl/input/input.hpp>
#include "fggl/display/glfw/window.hpp"
#include "fggl/input/input.hpp"
namespace fggl::gfx {
namespace fggl::display::glfw {
class GlfwInputManager {
public:
......@@ -16,7 +44,7 @@ namespace fggl::gfx {
return *instance;
}
inline void setup(std::shared_ptr<input::Input> input) {
inline void setup(input::Input *input) {
m_inputs = input;
}
......@@ -67,7 +95,7 @@ namespace fggl::gfx {
}
private:
std::shared_ptr<input::Input> m_inputs;
input::Input *m_inputs;
};
......
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
//
// Created by webpigeon on 27/06/22.
//
#ifndef FGGL_DISPLAY_WINDOW_HPP
#define FGGL_DISPLAY_WINDOW_HPP
#include "fggl/modules/module.hpp"
#include "fggl/math/types.hpp"
#include "fggl/gfx/interfaces.hpp"
//! Classes responsible for interacting with display managers
namespace fggl::display {
class Window {
public:
virtual ~Window() = default;
virtual void activate() const = 0;
// window-related getters
[[nodiscard]]
virtual math::vec2i frameSize() const = 0;
[[nodiscard]]
virtual bool wantClose() const = 0;
// window callbacks
virtual void frameStart() = 0;
virtual void frameEnd() = 0;
gfx::Graphics &graphics() {
return *m_graphics;
}
virtual void setTitle(const char *title) = 0;
virtual void setFullscreen(bool state) = 0;
[[nodiscard]]
virtual bool isFullscreen() const = 0;
protected:
gfx::Graphics* m_graphics;
};
class WindowService {
public:
constexpr static const auto
service = modules::make_service("fggl::display::WindowService");
virtual Window *create() = 0;
virtual void pollEvents() = 0;
};
} // namespace fggl::display
#endif //FGGL_DISPLAY_WINDOW_HPP
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
//
// Created by webpigeon on 25/03/23.
//
#ifndef FGGL_DS_GRAPH_HPP
#define FGGL_DS_GRAPH_HPP
#include <map>
#include <vector>
#include <queue>
#include <stack>
#include <set>
namespace fggl::ds {
template<typename T>
class DirectedGraph {
public:
/**
* Add a single edge to the graph.
*
* If the entry does not already exist, this will create the entry before adding the dependencies to it.
* If the entry already exists, this will append the provided dependencies to its existing list.
*
* @param start the entry which depends something else
* @param end the thing it depends on
*/
inline void addEdge(const T start, const T end) {
m_edges[start].push_back(end);
m_edges[end];
}
/**
* Add a single vertex to the graph.
*/
inline void addVertex(const T vertex) {
m_edges[vertex];
}
/**
* Add a series of dependencies for an entry.
*
* If the entry does not already exist, this will create the entry before adding the dependencies to it.
* If the entry already exists, this will append the provided dependencies to its existing list.
*
* @param name the entry having dependencies added
* @param dependencies the things it depends on
*/
void addEdges(const T name, const std::vector<T> &dependencies) {
auto existing = m_edges.find(name);
if (existing == m_edges.end()) {
m_edges[name] = dependencies;
} else {
existing->second.insert(existing->second.end(), dependencies.begin(), dependencies.end());
}
}
/**
* Clear all currently stored dependencies.
*
* This method will result in the dependency graph being empty, with no known modules.
*/
inline void clear() {
m_edges.clear();
}
inline auto begin() const {
return m_edges.begin();
}
inline auto end() const {
return m_edges.end();
}
bool getOrder(std::stack<T> &stack) {
std::set<T> visited{};
for (const auto &module : m_edges) {
if (!visited.contains(module.first)) {
sortUtil(module.first, visited, stack);
}
}
return true;
}
bool getOrderPartial(T first, std::stack<T> &stack) {
std::set<T> visited{};
sortUtil(first, visited, stack);
return true;
}
bool getOrderRev(std::queue<T> &stack) {
std::set<T> visited{};
for (const auto &module : m_edges) {
if (!visited.contains(module.first)) {
sortUtilRev(module.first, visited, stack);
}
}
return true;
}
bool getOrderPartialRev(T first, std::queue<T>& queue) {
std::set<T> visited{};
sortUtilRev(first, visited, queue);
return true;
}
private:
std::map<T, std::vector<T>> m_edges;
void sortUtil(T idx, std::set<T> &visited, std::stack<T> &stack) {
visited.emplace(idx);
for (auto dep : m_edges.at(idx)) {
if (!visited.contains(dep))
sortUtil(dep, visited, stack);
}
stack.push(idx);
}
void sortUtilRev(T idx, std::set<T> &visited, std::queue<T> &stack) {
visited.emplace(idx);
for (auto dep : m_edges.at(idx)) {
if (!visited.contains(dep))
sortUtilRev(dep, visited, stack);
}
stack.push(idx);
}
};
} // namespace fggl::ds
#endif //FGGL_DS_GRAPH_HPP
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
//
// Wrappers for types that probably should be implemented, but can be faked for now.
// These are placeholders for the more advanced/specialist data structures we should be using, but mocked out using
// more basic ones.
//
#ifndef FGGL_DS_PLACEHOLDER_HPP
#define FGGL_DS_PLACEHOLDER_HPP
#include <map>
#include <cassert>
namespace fggl::ds {
template<typename T, std::size_t N>
class FakeSlotMap {
public:
using WeakRef = std::size_t;
constexpr static WeakRef BAD_INDEX = 0;
inline bool valid(WeakRef idx) const {
return m_data.find(idx) != m_data.end();
}
WeakRef allocate() {
if (N <= m_data.size()) {
assert(0 && "Fake slot map emulated out of space");
return BAD_INDEX;
}
auto myIdx = m_nextIdx++;
m_data[myIdx] = T();
}
void free(WeakRef idx) {
m_data.erase(idx);
}
T &get(WeakRef idx) const {
assert(valid(idx));
return m_data[idx];
}
T *tryGet(WeakRef idx) const {
if (valid(idx)) {
return &m_data[idx];
}
return nullptr;
}
private:
std::map<WeakRef, T> m_data;
std::size_t m_nextIdx = 1;
};
} // namespace fggl::ds
#endif //FGGL_DS_PLACEHOLDER_HPP
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
//
// Created by webpigeon on 23/07/22.
//
#ifndef FGGL_DS_SLOT_MAP_HPP
#define FGGL_DS_SLOT_MAP_HPP
#include "fggl/ds/placeholder.hpp"
namespace fggl::ds {
template<typename T, std::size_t N>
using SlotMap = FakeSlotMap<T, N>;
} // namespace fggl::ds
#endif //FGGL_DS_SLOT_MAP_HPP
#ifndef FGGL_ECS_COMPONENT_H
#define FGGL_ECS_COMPONENT_H
#include "utility.hpp"
#include <cassert>
#include <cstring>
#include <string>
#include <new>
#include <utility>
#include <vector>
#include <unordered_map>
namespace fggl::ecs {
class ComponentBase {
public:
using data_t = unsigned char;
virtual ~ComponentBase() {};
// in place
virtual void destroy(data_t *data) const = 0;
virtual void move(data_t *src, data_t *dest) const = 0;
virtual void bulkMove(data_t *src, data_t *dest, std::size_t count) = 0;
virtual void construct(data_t *data) const = 0;
// virtual
virtual void *construct() const = 0;
virtual void *copyConstruct(const void *src) = 0;
virtual const char *name() const = 0;
virtual const component_type_t id() const = 0;
virtual std::size_t size() const = 0;
};
template<class C>
class Component : public ComponentBase {
public:
virtual void destroy(data_t *data) const override {
C *location = std::launder(reinterpret_cast<C *>(data));
location->~C();
}
virtual const char *name() const override {
return C::name;
}
virtual const component_type_t id() const {
return Component<C>::typeID();
}
virtual void construct(unsigned char *data) const override {
new(data) C();
}
void *copyConstruct(const void *src) override {
const C *srcPtr = (C *) src;
return new C(*srcPtr);
}
void *construct() const override {
return new C();
}
virtual void move(data_t *src, data_t *dest) const override {
assert(src != nullptr);
assert(dest != nullptr);
new(&dest[0]) C(std::move(*reinterpret_cast<C *>(src)));
}
virtual void bulkMove(data_t *src, data_t *dest, std::size_t count) {
if (std::is_trivially_copyable<C>::value) {
std::memcpy(dest, src, count * size());
} else {
unsigned char *srcPtr = src;
unsigned char *destPtr = dest;
for (std::size_t i = 0; i < count; ++i) {
new(destPtr) C(std::move(*reinterpret_cast<C *>(srcPtr)));
srcPtr += sizeof(C);
destPtr += sizeof(C);
}
}
}
virtual std::size_t size() const {
return sizeof(C);
}
static component_type_t typeID() {
return TypeIdGenerator<ComponentBase>::GetNewID<C>();
}
};
}
#endif
#ifndef FGGL_ECS_H
#define FGGL_ECS_H
#include "utility.hpp"
#include "component.hpp"
#include <iostream>
#include <algorithm>
#include <cassert>
#include <string>
#include <vector>
#include <unordered_map>
namespace fggl::ecs {
using archToken_t = std::vector<component_type_t>;
struct Archetype {
constexpr static unsigned int default_cap = 0;
const archToken_t type;
std::vector<ComponentBase::data_t *> data;
std::vector<std::size_t> dataSizes;
std::vector<entity_t> entities;
Archetype(const archToken_t &type_a);
inline archToken_t create(const component_type_t cid) const {
assert(!contains(cid));
// create the new type
auto newType = type;
newType.push_back(cid);
std::sort(newType.begin(), newType.end());
return newType;
}
inline bool contains(const component_type_t cid) const {
return (std::find(type.begin(), type.end(), cid) != type.end());
}
};
class ECS {
struct Record {
Archetype *archetype;
std::size_t index;
};
using componentmap_t = std::unordered_map<component_type_t, ComponentBase *>;
using entitymap_t = std::unordered_map<entity_t, Record>;
using archetype_t = std::vector<Archetype *>;
public:
ECS();
~ECS();
entity_t getNewID();
entity_t createEntity();
void removeEntity(const entity_t eid);
template<class C>
void registerComponent() {
component_type_t type = Component<C>::typeID();
if (m_componentMap.find(type) != m_componentMap.end())
return;
m_componentMap.emplace(type, new Component<C>);
}
template<class C>
bool isComponentRegistered() {
component_type_t type = Component<C>::typeID();
return (m_componentMap.find(type) != m_componentMap.end());
}
template<class C, typename... Args>
C *addComponent(const entity_t &id, Args &&... args) {
component_type_t type = Component<C>::typeID();
assert(isComponentRegistered<C>());
Record &record = m_entityArchtypes[id];
Archetype *oldArch = record.archetype;
C *newComp = nullptr;
Archetype *newArch = nullptr;
if (!oldArch) {
archToken_t newID(1, type);
const ComponentBase *const newCompType = m_componentMap[type];
// fetch type
newArch = getArchetype(newID);
assert(newArch->type.size() == 1);
// calculate if we have enouph space to allocate
std::size_t emplacementPos = ensureCapacity(newArch, 0, newCompType);
newComp = new(&newArch->data[0][emplacementPos])C(std::forward<Args>(args)...);
} else {
// check if the arch contains the component
if (oldArch->contains(type)) {
return nullptr;
}
// create a new archetype with the component
auto newID = oldArch->create(type);
newArch = getArchetype(newID);
// relocate the old data to the new archetype
for (std::size_t j = 0; j < newID.size(); ++j) {
const component_type_t compType = newID[j];
const ComponentBase *const comp = m_componentMap.at(compType);
// TODO this seems a little suspect - surely we could allocate all blocks at once?
// if per component the arrays could become out of sync...
int newOffset = ensureCapacity(newArch, j, comp);
int oldIdx = getComponentIdx(oldArch, compType);
if (oldIdx != -1) {
assert(oldArch->contains(compType));
const std::size_t compSize = comp->size();
const std::size_t oldOffset = record.index * compSize;
comp->move(&oldArch->data[oldIdx][oldOffset],
&newArch->data[j][newOffset]);
comp->destroy(&oldArch->data[oldIdx][oldOffset]);
} else {
assert(!oldArch->contains(compType));
newComp = new(&newArch->data[j][newOffset])
C(std::forward<Args>(args)...);
}
}
// ensure the old archetype is still contigious
const int lastEnt = oldArch->entities.size() - 1;
if (lastEnt != record.index) {
for (std::size_t i = 0; i < oldArch->type.size(); ++i) {
const component_type_t typeID = oldArch->type[i];
const ComponentBase *const comp = m_componentMap[typeID];
const std::size_t &compSize = comp->size();
// shift the empty record to the end of the list
std::size_t slotOffset = record.index * compSize;
std::size_t lastOffset = lastEnt * compSize;
// if we're not the last entity, swap
if (slotOffset != lastOffset) {
comp->move(&oldArch->data[i][lastOffset],
&oldArch->data[i][slotOffset]);
comp->destroy(&oldArch->data[i][lastOffset]);
}
}
// fix the position
oldArch->entities[record.index] = oldArch->entities[lastEnt];
}
oldArch->entities.pop_back();
}
// register the new data with the new archetype
newArch->entities.push_back(id);
record.index = newArch->entities.size() - 1;
record.archetype = newArch;
return newComp;
}
template<class C>
void removeComponent(const entity_t &entityId);
template<class C>
bool hasComponent(const entity_t &entityId) const {
const component_type_t componentID = Component<C>::typeID();
const auto *arch = m_entityArchtypes.at(entityId).archetype;
if (arch == nullptr) {
return false;
}
return (std::find(arch->type.begin(), arch->type.end(), componentID) !=
arch->type.end());
}
template<class C>
C *getComponent(const entity_t &entityId) {
assert(hasComponent<C>(entityId));
const auto type = Component<C>::typeID();
const ComponentBase *const newComp = m_componentMap[type];
const auto record = m_entityArchtypes.at(entityId);
const auto *arch = record.archetype;
// JWR: linear search... seems a little suspect, they're ordered after all
for (std::size_t i = 0; i < arch->type.size(); ++i) {
if (arch->type[i] == type) {
return reinterpret_cast<C *>(&(arch->data[i][record.index * newComp->size()]));
}
}
return nullptr;
}
template<class C>
const C *getComponent(const entity_t &entityId) const {
assert(hasComponent<C>(entityId));
const auto type = Component<C>::typeID();
const ComponentBase *const newComp = m_componentMap.at(type);
const auto record = m_entityArchtypes.at(entityId);
const auto *arch = record.archetype;
// JWR: linear search... seems a little suspect, they're ordered after all
for (std::size_t i = 0; i < arch->type.size(); ++i) {
if (arch->type[i] == type) {
return reinterpret_cast<C *>(&(arch->data[i][record.index * newComp->size()]));
}
}
return nullptr;
}
template<class... Cs>
std::vector<entity_t> getEntityWith() const {
// construct the key
archToken_t key;
(key.push_back(Component<Cs>::typeID()), ...);
// entities
std::vector<entity_t> entities;
for (Archetype *arch : m_archetypes) {
if (std::includes(arch->type.begin(), arch->type.end(), key.begin(), key.end())) {
if (!arch->entities.empty()) {
entities.insert(entities.begin(), arch->entities.begin(), arch->entities.end());
}
}
}
return entities;
}
private:
entitymap_t m_entityArchtypes;
archetype_t m_archetypes;
entity_t m_entityIDCounter;
componentmap_t m_componentMap;
Archetype *getArchetype(const archToken_t &id);
inline std::string arch2str(Archetype *arch) {
std::string str;
for (const auto &type : arch->type) {
str += std::to_string(type);
}
return str;
}
inline std::size_t ensureCapacity(Archetype *arch, const int idx, const ComponentBase *const comp) {
const std::size_t &compSize = comp->size();
std::size_t currSize = arch->entities.size() * compSize;
std::size_t newSize = currSize + compSize;
std::size_t cap = arch->dataSizes[idx];
if (newSize > arch->dataSizes[idx]) {
arch->dataSizes[idx] *= 2;
arch->dataSizes[idx] += compSize;
// copy data over
unsigned char *newData = new unsigned char[arch->dataSizes[idx]];
for (std::size_t e = 0; e < arch->entities.size(); ++e) {
const int offset = e * compSize;
comp->move(&arch->data[idx][offset], &newData[offset]);
comp->destroy(&arch->data[idx][offset]);
}
// free the old data and swap the pointers
delete[] arch->data[idx];
arch->data[idx] = newData;
}
return currSize;
}
inline int getComponentIdx(const Archetype *arch, const component_type_t goal) {
// JWR could do binary search for speedup
for (std::size_t i = 0; i < arch->type.size(); ++i) {
if (arch->type[i] == goal)
return i;
}
return -1;
}
};
}
#endif
#ifndef FGGL_ECS_UTILITY_H
#define FGGL_ECS_UTILITY_H
#include <cstdint>
namespace fggl::ecs {
using IDType = std::uint32_t;
using entity_t = IDType;
using component_type_t = IDType;
constexpr IDType NULL_ENTITY = 0;
template<class T>
class TypeIdGenerator {
private:
static IDType m_count;
public:
template<class U>
static const IDType GetNewID() {
static const IDType idCounter = m_count++;
return idCounter;
}
};
template<class T> IDType TypeIdGenerator<T>::m_count = 0;
}
#endif