Fix debug wireframe renderer

This commit is contained in:
2026-09-27 06:21:29 +02:00
parent a9bda25031
commit 11426fe8fb
3 changed files with 55 additions and 16 deletions

View File

@@ -71,6 +71,8 @@ int main()
auto shader = Shader::create("./src/shaders/default.vert", "./src/shaders/default.frag");
auto debug_shader = Shader::create("./src/shaders/debug.vert", "./src/shaders/debug.frag", false);
// auto car = load_obj("./assets/AudiR8Spyder_2017/3D Models/Audi_R8_2017.obj", shader);
auto backpack = load_obj("./assets/backpack/backpack.obj", shader);
auto cube_mesh = Mesh::create(get_cube_vertices());
@@ -91,6 +93,19 @@ int main()
/******************** Scene construction ********************/
// Car scene
// Rc<Scene> car_scene = make_rc<Scene>();
// user_data.scenes.push_back(car_scene);
//
// car_scene->add_entity(*car);
//
// PointLight light_white1;
// light_white1.position = glm::vec3(0.0f, 3.0f, 3.0f);
// light_white1.diffuse = glm::vec3(2.0f, 2.0f, 2.0f); // Bright white
// light_white1.specular = glm::vec3(2.0f, 2.0f, 2.0f); // White highlights
//
// car_scene->light_environment.point_lights.push_back(light_white1);
// Backpack scene
Rc<Scene> backpack_scene = make_rc<Scene>();
user_data.scenes.push_back(backpack_scene);
@@ -105,12 +120,12 @@ int main()
floor.transform.scale = {20.0f, 1.0f, 20.0f};
backpack_scene->add_entity(floor);
PointLight light_white;
light_white.position = glm::vec3(0.0f, 3.0f, 3.0f);
light_white.diffuse = glm::vec3(2.0f, 2.0f, 2.0f); // Bright white
light_white.specular = glm::vec3(2.0f, 2.0f, 2.0f); // White highlights
PointLight light_white2;
light_white2.position = glm::vec3(0.0f, 3.0f, 3.0f);
light_white2.diffuse = glm::vec3(2.0f, 2.0f, 2.0f); // Bright white
light_white2.specular = glm::vec3(2.0f, 2.0f, 2.0f); // White highlights
backpack_scene->light_environment.point_lights.push_back(light_white);
backpack_scene->light_environment.point_lights.push_back(light_white2);
// Cubes scene
Rc<Scene> cubes_scene = make_rc<Scene>();

View File

@@ -84,21 +84,42 @@ void Renderer::draw_debug_wireframes(const Scene& scene, const Camera& camera,
const Rc<Shader>& debug_shader,
const Rc<Mesh>& default_mesh)
{
update_global_data(scene, camera, screen_width, screen_height);
debug_shader->bind();
debug_shader->set_mat4("u_view_projection", camera.get_view_projection_matrix(screen_width, screen_height));
set_wireframe(true);
debug_shader->bind();
for (const auto& entity : scene.get_entities()) {
// Draw all standard entities (green)
debug_shader->set_vec3("u_color", glm::vec3(0.0f, 0.7f, 0.0f));
for (const Entity& entity : scene.get_entities()) {
// If an entity has no mesh, use the default debug mesh
auto mesh = entity.mesh ? entity.mesh : default_mesh;
debug_shader->set_mat4("u_model", entity.transform.get_model_matrix());
if (entity.mesh) {
entity.mesh->draw();
} else {
default_mesh->draw();
}
mesh->draw();
}
// Draw point lights (yellow)
debug_shader->set_vec3("u_color", glm::vec3(0.7f, 0.7f, 0.0f));
for (const PointLight& light : scene.light_environment.point_lights) {
glm::mat4 model = glm::translate(glm::mat4(1.0f), light.position);
model = glm::scale(model, glm::vec3(0.2f));
debug_shader->set_mat4("u_model", model);
default_mesh->draw();
}
// Draw spot lights (cyan)
debug_shader->set_vec3("u_color", glm::vec3(0.0f, 0.7f, 0.7f));
for (const SpotLight& light : scene.light_environment.spot_lights) {
glm::mat4 model = glm::translate(glm::mat4(1.0f), light.position);
model = glm::scale(model, glm::vec3(0.2f));
debug_shader->set_mat4("u_model", model);
default_mesh->draw();
}
// Restore state
set_wireframe(false);
}