mirror of
https://github.com/open-goal/jak-project
synced 2026-09-12 04:49:19 -04:00
start on debug graphics
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@@ -467,9 +467,9 @@
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(.mul.x.vf acc vf24 vf28)
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(.add.mul.y.vf acc vf25 vf28 acc)
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(.add.mul.z.vf acc vf26 vf28 acc)
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(.add.mul.w.vf vf28 vf27 vf0 acc)
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(.add.w.vf vf23 vf0 vf0)
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(.mul.vf vf31 vf28 vf29)
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(.add.mul.w.vf vf28 vf27 vf0 acc) ;; matrix mult.
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(.add.w.vf vf23 vf0 vf0) ;; clear w.
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(.mul.vf vf31 vf28 vf29) ;; scale.
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;;(TODO.VCLIP vf31 vf31)
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(let ((clip (vu-clip vf31 0)))
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(.div.vf Q vf0 vf31 :fsf #b11 :ftf #b11)
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@@ -5,8 +5,12 @@
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;; name in dgo: debug
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;; dgos: GAME, ENGINE
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;; This file contains functions for debug drawing.
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;; In general, the 3d functions draw using the camera and the 2d functions draw in screen coordinated.
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;; Most functions take a boolean as their first argument. If the boolean is set to #f, it will skip drawing the point.
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(defun transform-float-point ((in vector) (out vector))
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(defun transform-float-point ((in vector) (out vector4w))
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"Transform point in and store the result in out.
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This uses the cached vf register transformation matrix
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Note that the input/output order of the arguments is swapped from usual"
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@@ -44,7 +48,8 @@
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;; They do a DMA packet per thing drawn.
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(defun-debug add-debug-point ((enable-draw symbol) (bucket bucket-id) (pt vector))
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"Draw a point."
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"Draw a point.
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The point is actually a pretty large square with some weird rgb gradient."
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(if (not enable-draw)
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(return #f)
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)
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@@ -60,8 +65,9 @@
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(new 'static 'gif-tag64 :nloop 1 :eop 1 :pre 1 :nreg 8 :prim (gif-prim tri-strip))
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(gs-reg-list rgbaq xyzf2 rgbaq xyzf2 rgbaq xyzf2 rgbaq xyzf2)
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)
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(set! (-> s5-0 vector 1 x) 255)
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;; upper point is red
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(set! (-> s5-0 vector 1 x) 255) ;; r
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(set! (-> s5-0 vector 1 y) 128)
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(set! (-> s5-0 vector 1 z) 128)
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(set! (-> s5-0 vector 1 w) 128)
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@@ -70,16 +76,18 @@
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(-> s5-0 quad 1)
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(-> s5-0 quad 0)
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)
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;; left point is green
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(+! (-> s5-0 vector 0 x) -256)
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(+! (-> s5-0 vector 0 y) -160)
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(set! (-> s5-0 vector 1 x) 128)
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(set! (-> s5-0 vector 1 y) 255)
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(set! (-> s5-0 vector 1 y) 255) ;; g
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(dma-buffer-add-uint128 v1-7
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(-> s5-0 quad 1)
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(-> s5-0 quad 0)
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)
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;; right point is blue
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(+! (-> s5-0 vector 0 x) 512)
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(set! (-> s5-0 vector 1 y) 128)
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(set! (-> s5-0 vector 1 z) 255)
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@@ -87,7 +95,8 @@
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(-> s5-0 quad 1)
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(-> s5-0 quad 0)
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)
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;; bottom point is red again
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(+! (-> s5-0 vector 0 x) -256)
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(+! (-> s5-0 vector 0 y) -160)
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(set! (-> s5-0 vector 1 x) 255)
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@@ -244,21 +253,21 @@
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#f
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)
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(defun-debug add-debug-flat-triangle ((arg0 symbol) (arg1 bucket-id) (arg2 vector) (arg3 vector) (arg4 vector) (arg5 rgba))
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(if (not arg0)
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(defun-debug add-debug-flat-triangle ((enable-draw symbol) (bucket bucket-id) (p0 vector) (p1 vector) (p2 vector) (arg5 rgba))
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(if (not enable-draw)
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(return #f)
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)
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(let ((s5-0 (new 'stack 'vector4w-3))
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(s4-0 (new 'stack 'vector4w-3))
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)
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(set! (-> arg2 w) 1.0)
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(set! (-> arg3 w) 1.0)
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(set! (-> arg4 w) 1.0)
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(when (and (transform-point-qword! (-> s5-0 vector 0) arg2)
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(transform-point-qword! (-> s5-0 vector 1) arg3)
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(transform-point-qword! (-> s5-0 vector 2) arg4)
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(set! (-> p0 w) 1.0)
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(set! (-> p1 w) 1.0)
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(set! (-> p2 w) 1.0)
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(when (and (transform-point-qword! (-> s5-0 vector 0) p0)
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(transform-point-qword! (-> s5-0 vector 1) p1)
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(transform-point-qword! (-> s5-0 vector 2) p2)
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)
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(with-dma-buffer-add-bucket ((v1-9 (current-display-frame debug-buf)) (current-display-frame bucket-group) arg1)
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(with-dma-buffer-add-bucket ((v1-9 (current-display-frame debug-buf)) (current-display-frame bucket-group) bucket)
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(with-cnt-vif-block (v1-9)
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(dma-buffer-add-gif-tag v1-9 (new 'static 'gif-tag64 :nloop 1 :eop 1 :pre 1 :nreg 6 :prim (gif-prim tri))
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@@ -0,0 +1,130 @@
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;; This file demonstrates how to use the debug draw.
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;; To run this:
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#|
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(make-group "iso") ;; build the game
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(lt) ;; connect to the runtime
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(lg) ;; have the runtime load the game engine
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(test-play) ;; start the game loop
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(ml "goal_src/examples/debug-draw-example.gc") ;; build and load this file.
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|#
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(defun hack-update-camera ((location vector) (inv-rot matrix))
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"Debugging function to set the camera's position and orientation"
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;; update to compute the perspective matrix.
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(update-math-camera
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*math-camera*
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(-> *setting-control* current video-mode)
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(-> *setting-control* current aspect-ratio)
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)
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;; copy the input rotation
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(matrix-copy! (-> *math-camera* inv-camera-rot) inv-rot)
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;; inverse of rotation matrix matrix is its transpose
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(matrix-transpose! (-> *math-camera* camera-rot) (-> *math-camera* inv-camera-rot))
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;; fake some value here
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(set! (-> *math-camera* fov-correction-factor) 1.0)
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;; do the math
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(set! (-> *math-camera* trans quad) (-> location quad))
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(let ((cam-temp (-> *math-camera* camera-temp))
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(cam-rot (-> *math-camera* camera-rot))
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(inv-cam-rot (-> *math-camera* inv-camera-rot))
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(cam-trans (-> *math-camera* trans))
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)
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(let ((rotated-trans (new-stack-vector0)))
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(set! (-> rotated-trans x) (- (-> cam-trans x)))
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(set! (-> rotated-trans y) (- (-> cam-trans y)))
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(set! (-> rotated-trans z) (- (-> cam-trans z)))
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(set! (-> rotated-trans w) 1.0)
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(vector-matrix*! rotated-trans rotated-trans cam-rot)
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(set! (-> cam-rot vector 3 quad) (-> rotated-trans quad))
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)
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(matrix*! cam-temp cam-rot (-> *math-camera* perspective))
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(set! (-> inv-cam-rot vector 3 quad) (-> cam-trans quad))
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)
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(none)
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)
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(defun test-function ((iter int))
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"This function draws the debug stuff. You can edit this, then reload this file to play with it."
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;; val will increase from 0 to 1, then reset back to 0.
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(let* ((frame (the float (mod (* 4 iter) 1600)))
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(val (/ frame 1600.0)))
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(format *stdcon* "~0kval ~f~%" val)
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;; orbit the camera around in a circle with radius 5 m.
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(let* ((rad (meters 5.0))
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(x (* rad (sin (* (degrees 360.0) val))))
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(z (* rad (cos (* (degrees 360.0) val))))
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(cam-pos (new 'stack 'vector))
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(cam-inv-rot (new 'stack 'matrix))
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)
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;; this matrix will look directly at the origin...
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(set! (-> cam-pos x) x)
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(set! (-> cam-pos z) z)
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(set! (-> cam-pos y) (meters 2.))
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(forward-down->inv-matrix cam-inv-rot cam-pos (new 'static 'vector :y 1.0))
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;; if the camera is here.
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(set! (-> cam-pos x) (- 0. x))
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(set! (-> cam-pos z) (- 0. z))
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(set! (-> cam-pos y) (meters -2.))
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(hack-update-camera cam-pos cam-inv-rot)
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;; create some test points
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(let ((p0 (new 'static 'vector :x (meters .8) :y (meters .2) :z (meters 2.0)))
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(p1 (new 'static 'vector :x (meters .3) :y (meters .3) :z (meters 2.5)))
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(p2 (new 'static 'vector :x (meters .5) :y (meters .7) :z (meters 1.5)))
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)
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;;(add-debug-point #t (bucket-id debug-draw0) (new 'static 'vector))
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(add-debug-x #t (bucket-id debug-draw0) (new 'static 'vector) (new 'static 'rgba :g #x80 :a #x80))
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(add-debug-box #t (bucket-id debug-draw0) p0 p2 (new 'static 'rgba :b #x80 :a #x80))
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(add-debug-flat-triangle #t (bucket-id debug-draw0) p0 p1 p2 (new 'static 'rgba :r #x80))
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(add-debug-text-3d #t (bucket-id debug-draw0) "triangle!" p0 (the rgba 1) (the vector2h #f))
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(add-debug-sphere #t (bucket-id debug-draw0) p2 (meters 0.5) (new 'static 'rgba :r #x80))
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)
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)
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;; these also work
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;; (draw-end-credits (the int frame))
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;; (draw-title-credits val)
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)
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(none)
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)
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(defun launch-test-process ()
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"Call this to launch a process that draws the debug demo"
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(let ((proc (get-process *nk-dead-pool* process 1024)))
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(activate proc *active-pool* 'test *kernel-dram-stack*)
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(run-next-time-in-process proc (lambda ()
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(let ((iter 0))
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(while #t
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(test-function iter)
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(suspend)
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(+! iter 1)
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)
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)
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)
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)
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proc)
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)
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;; This will spawn a process the first time this file is loaded
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(define-perm *test-process* process (launch-test-process))
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(defun kill-test-procs ()
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"Kill all processes started by launch-test-process"
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(kill-by-name "test" *active-pool*)
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)
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(set! *display-profile* #t)
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