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authorJack <66967891+ASpoonPlaysGames@users.noreply.github.com>2024-02-05 17:01:22 +0000
committerGitHub <noreply@github.com>2024-02-05 18:01:22 +0100
commit73262ca616f0623a9715ceac90c17b0da4b320d7 (patch)
tree4624e5eec9329afdee0bfb67ccc64e9a935d4484 /primedev/client/debugoverlay.h
parentedf013952ca2d110f190dc8cd16e5529846656e4 (diff)
downloadNorthstarLauncher-73262ca616f0623a9715ceac90c17b0da4b320d7.tar.gz
NorthstarLauncher-73262ca616f0623a9715ceac90c17b0da4b320d7.zip
Port navmesh debug renderer from primedev (#626)
Adds support for rendering navmeshes in-game using debug overlay Cherry-picked from primedev, originally written by F1F7Y Co-authored-by: F1F7Y <filip.bartos07@proton.me> Co-authored-by: Maya <11448698+RoyalBlue1@users.noreply.github.com>
Diffstat (limited to 'primedev/client/debugoverlay.h')
-rw-r--r--primedev/client/debugoverlay.h28
1 files changed, 28 insertions, 0 deletions
diff --git a/primedev/client/debugoverlay.h b/primedev/client/debugoverlay.h
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+#pragma once
+
+// Render Line
+inline void (*RenderLine)(const Vector3& v1, const Vector3& v2, Color c, bool bZBuffer);
+
+// Render box
+inline void (*RenderBox)(
+ const Vector3& vOrigin, const QAngle& angles, const Vector3& vMins, const Vector3& vMaxs, Color c, bool bZBuffer, bool bInsideOut);
+
+// Render wireframe box
+inline void (*RenderWireframeBox)(
+ const Vector3& vOrigin, const QAngle& angles, const Vector3& vMins, const Vector3& vMaxs, Color c, bool bZBuffer, bool bInsideOut);
+
+// Render swept box
+inline void (*RenderWireframeSweptBox)(
+ const Vector3& vStart, const Vector3& vEnd, const QAngle& angles, const Vector3& vMins, const Vector3& vMaxs, Color c, bool bZBuffer);
+
+// Render Triangle
+inline void (*RenderTriangle)(const Vector3& p1, const Vector3& p2, const Vector3& p3, Color c, bool bZBuffer);
+
+// Render Axis
+inline void (*RenderAxis)(const Vector3& vOrigin, float flScale, bool bZBuffer);
+
+// I dont know
+inline void (*RenderUnknown)(const Vector3& vUnk, float flUnk, bool bUnk);
+
+// Render Sphere
+inline void (*RenderSphere)(const Vector3& vCenter, float flRadius, int nTheta, int nPhi, Color c, bool bZBuffer);