Stack trace on every draw call for debugging. Trail in dbg drawing

main
Cameron Murphy Reikes 2 years ago
parent 0608eceb5e
commit 21a8c3aa3b

3
.gitignore vendored

@ -1,3 +1,6 @@
# Visual studio stuff
.vs/
# Clion stuff
.idea/
cmake-build-debug/

@ -25,6 +25,11 @@
#define BUFF_REMOVE_AT_INDEX(buff_ptr, index) { BUFF_VALID(buff_ptr); assert(index >= 0); assert(index < (buff_ptr)->cur_index); for(int i = index; i < (buff_ptr)->cur_index - 1; i++) (buff_ptr)->data[i] = (buff_ptr)->data[i + 1]; (buff_ptr)->cur_index -= 1; }
#define BUFF_CLEAR(buff_ptr) {memset((buff_ptr), 0, sizeof(*(buff_ptr))); ((buff_ptr)->cur_index = 0);}
#define BUFF_QUEUE_APPEND(buff_ptr, element) { if(!BUFF_HAS_SPACE(buff_ptr)) BUFF_REMOVE_FRONT(buff_ptr); BUFF_APPEND(buff_ptr, element); }
// must have at least one element
#define BUFF_LAST(buff_ptr) (buff_ptr)->data[(buff_ptr)->cur_index - 1]
typedef struct
{
void *data;

@ -5,8 +5,8 @@
START /B remedybg.exe stop-debugging
if "%1" == "codegen" ( call run_codegen.bat || goto :error ) else ( echo NOT RUNNING CODEGEN )
@REM cl /diagnostics:caret /DDEVTOOLS /Igen /Ithirdparty /W3 /Zi /WX main.c || goto :error
zig cc -DDEVTOOLS -Igen -Ithirdparty -lGdi32 -lD3D11 -lOle32 -gfull -gcodeview -o main.exe main.c || goto :error
cl /diagnostics:caret /DDEVTOOLS /Igen /Ithirdparty /W3 /Zi /WX Dbghelp.lib main.c || goto :error
@REM zig cc -DDEVTOOLS -Igen -Ithirdparty -lDbghelp -lGdi32 -lD3D11 -lOle32 -gfull -gcodeview -o main.exe main.c || goto :error
@REM cl /Igen /Ithirdparty /W3 /Zi /WX main.c || goto :error
remedybg.exe start-debugging

182
main.c

@ -4,14 +4,17 @@
#define SOKOL_IMPL
#if defined(WIN32) || defined(_WIN32)
#define DESKTOP
#define WINDOWS
#define SOKOL_D3D11
#endif
#if defined(__EMSCRIPTEN__)
#define WEB
#define SOKOL_GLES2
#ifdef WINDOWS
#include <Windows.h>
#include <processthreadsapi.h>
#include <dbghelp.h>
#endif
#include "buff.h"
#include "sokol_app.h"
#include "sokol_gfx.h"
@ -1410,6 +1413,49 @@ typedef enum
LAYER_LAST
} Layer;
typedef BUFF(char, 200) StacktraceElem;
typedef BUFF(StacktraceElem, 16) StacktraceInfo;
StacktraceInfo get_stacktrace()
{
#ifdef WINDOWS
StacktraceInfo to_return = {0};
void *stack[ARRLEN(to_return.data)] = {0};
int captured = CaptureStackBackTrace(0, ARRLEN(to_return.data), stack, 0);
HANDLE process = GetCurrentProcess();
SymInitialize(process, NULL, TRUE);
for(int i = 0; i < captured; i++)
{
StacktraceElem new_elem = {0};
SYMBOL_INFO *symbol = calloc(sizeof(SYMBOL_INFO) + ARRLEN(new_elem.data), 1);
symbol->MaxNameLen = ARRLEN(new_elem.data);
symbol->SizeOfStruct = sizeof(SYMBOL_INFO);
if(!SymFromAddr(process, (DWORD64) stack[i], 0, symbol))
{
DWORD error_code = GetLastError();
Log("Could not read stack trace: %d\n", error_code);
assert(false);
}
size_t symbol_name_len = strlen(symbol->Name);
assert(symbol_name_len < ARRLEN(new_elem.data));
memcpy(new_elem.data, symbol->Name, symbol_name_len);
new_elem.cur_index = (int)symbol_name_len;
BUFF_APPEND(&to_return, new_elem);
free(symbol);
}
return to_return;
#else
return (StacktraceInfo){0};
#endif
}
typedef struct DrawParams
{
bool world_space;
@ -1424,6 +1470,9 @@ typedef struct DrawParams
bool do_clipping;
Layer layer;
// for debugging purposes
int line_number;
} DrawParams;
Vec2 into_clip_space(Vec2 screen_space_point)
@ -1433,11 +1482,12 @@ Vec2 into_clip_space(Vec2 screen_space_point)
return in_clip_space;
}
typedef BUFF(DrawParams, 1024*5) RenderingQueue;
RenderingQueue rendering_queues[LAYER_LAST] = { 0 };
// The image region is in pixel space of the image
void draw_quad(DrawParams d)
void draw_quad_impl(DrawParams d, int line)
{
Vec2 *points = d.quad.points;
if (d.world_space)
@ -1457,10 +1507,14 @@ void draw_quad(DrawParams d)
// we've aplied the world space transform
d.world_space = false;
d.line_number = line;
assert(d.layer >= 0 && d.layer < ARRLEN(rendering_queues));
BUFF_APPEND(&rendering_queues[(int)d.layer], d);
}
#define draw_quad(...) draw_quad_impl(__VA_ARGS__, __LINE__)
int rendering_compare(const void *a, const void *b)
{
DrawParams *a_draw = (DrawParams*)a;
@ -1503,12 +1557,25 @@ void colorquad(bool world_space, Quad q, Color col)
draw_quad((DrawParams) { world_space, q, image_white_square, full_region(image_white_square), col, .layer = LAYER_UI });
}
Vec2 NormV2_or_zero(Vec2 v)
{
if(v.x == 0.0f && v.y == 0.0f)
{
return V2(0.0f, 0.0f);
}
else
{
return NormV2(v);
}
}
// in world coordinates
bool in_screen_space = false;
void line(Vec2 from, Vec2 to, float line_width, Color color)
{
Vec2 normal = rotate_counter_clockwise(NormV2(SubV2(to, from)));
Vec2 normal = rotate_counter_clockwise(NormV2_or_zero(SubV2(to, from)));
Quad line_quad = {
.points = {
AddV2(from, MulV2F(normal, line_width)), // upper left
@ -1543,6 +1610,16 @@ void dbgsquare(Vec2 at)
#endif
}
void dbgbigsquare(Vec2 at)
{
#ifdef DEVTOOLS
if (!show_devtools) return;
colorquad(true, quad_centered(at, V2(20.0, 20.0)), BLUE);
#else
(void)at;
#endif
}
void dbgline(Vec2 from, Vec2 to)
{
#ifdef DEVTOOLS
@ -2170,6 +2247,53 @@ Dialog produce_dialog(Entity *talking_to, bool character_names)
return to_return;
}
// trail is buffer of vec2s
Vec2 get_point_along_trail(BuffRef trail, float along)
{
assert(trail.data_elem_size == sizeof(Vec2));
assert(*trail.cur_index > 1);
Vec2 *arr = (Vec2*)trail.data;
int cur = *trail.cur_index - 1;
while(cur > 0)
{
Vec2 from = arr[cur];
Vec2 to = arr[cur - 1];
Vec2 cur_segment = SubV2(to, from);
float len = LenV2(cur_segment);
if(len < along)
{
along -= len;
}
else
{
return LerpV2(from, along/len, to);
}
cur -= 1;
}
return arr[*trail.cur_index - 1];
}
float get_total_trail_len(BuffRef trail)
{
assert(trail.data_elem_size == sizeof(Vec2));
if(*trail.cur_index <= 1)
{
return 0.0f;
}
else
{
float to_return = 0.0f;
Vec2 *arr = (Vec2*)trail.data;
for(int i = 0; i < *trail.cur_index - 1; i++)
{
to_return += LenV2(SubV2(arr[i], arr[i+1]));
}
return to_return;
}
}
Vec2 mouse_pos = { 0 }; // in screen space
void draw_dialog_panel(Entity *talking_to, float alpha)
@ -3258,7 +3382,6 @@ F cost: G + H
PROFILE_SCOPE("process player")
{
// do dialog
Entity *closest_interact_with = 0;
{
@ -3453,6 +3576,25 @@ F cost: G + H
Vec2 target_vel = MulV2F(movement, pixels_per_meter * speed);
player->vel = LerpV2(player->vel, dt * 15.0f, target_vel);
player->pos = move_and_slide((MoveSlideParams) { player, player->pos, MulV2F(player->vel, dt) });
bool should_append = false;
// make it so no snap when new points added
if(player->position_history.cur_index > 0)
{
player->position_history.data[player->position_history.cur_index - 1] = player->pos;
}
if(player->position_history.cur_index > 2)
{
should_append = LenV2(SubV2(player->position_history.data[player->position_history.cur_index - 2], player->pos)) > TILE_SIZE;
}
else
{
should_append = true;
}
if(should_append) BUFF_QUEUE_APPEND(&player->position_history, player->pos);
}
// health
if (player->damage >= 1.0)
@ -3467,9 +3609,34 @@ F cost: G + H
pressed = before_gameplay_loops;
PROFILE_SCOPE("render player")
PROFILE_SCOPE("render player") // draw character draw player render character
{
DrawnAnimatedSprite to_draw = { 0 };
dbgline(screen_to_world(mouse_pos), player->pos);
if(player->position_history.cur_index > 0)
{
float trail_len = get_total_trail_len(BUFF_MAKEREF(&player->position_history));
if(trail_len > 0.0f) // fmodf returns nan
{
float along = fmodf((float)elapsed_time*100.0f, 200.0f);
Vec2 at = get_point_along_trail(BUFF_MAKEREF(&player->position_history), along);
dbgbigsquare(at);
dbgbigsquare(get_point_along_trail(BUFF_MAKEREF(&player->position_history), 50.0f));
}
BUFF_ITER_I(Vec2, &player->position_history, i)
{
if(i == player->position_history.cur_index - 1)
{
}
else
{
dbgline(*it, player->position_history.data[i + 1]);
}
}
}
Vec2 character_sprite_pos = AddV2(player->pos, V2(0.0, 20.0f));
// if somebody, show their dialog panel
if (interacting_with)
@ -3817,7 +3984,6 @@ F cost: G + H
if (talking_to)
{
Dialog dialog = produce_dialog(talking_to, true);
if (dialog.cur_index > 0)
{
for (int i = dialog.cur_index - 1; i >= 0; i--)
{

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