--- title: "Graphics Dump: Improving debug cubes" date: 2023-07-03 draft: false summary: "When working on my engine, I wanted to clean up my debug gizmos a bit. The first thing to tackle is drawing bounding boxes!" tags: - Math - GLSL series: - Graphics Dump math: true --- When writing debug graphics, one of the most common shapes you draw are cubes. They usually represent bounding boxes, but I think they're really versatile. I'll be showcasing a way you can draw prettier debug boxes. Normally if you try to render a cube and only draw the wireframe, you end up with something like this: {{< three-scene "scene.js" "scene" >}} The diagonal lines are unnecessary and add visual noise. That's something you typically want to avoid, especially when in a debug view where the screen is already packed. However, I found a pretty neat trick for removing these without having to change the vertex data. I don't remember if I made this up originally or found it somewhere else, some precursory searches didn't turn up much. Let's start by breaking it down to one face, in two dimensions: ![A cube visualized on a 2D grid.](grid.webp) Point A `(~0.25, ~0.25)` has one component at the maximum, on the digonal. Point B `(1, 1)` has two components at the maximums because it's situated in the corner. Point C `(-1, 0)` is on the left side. We want to filter out A, but keep B and C since those make up the outer edges and corners. Basically, we need it to be on one or more maximums and if they are in between (like `0.5`) then it needs to go. In real GLSL, it would look something like this: ```glsl bool is_x_okay = abs(position.x) != 1.0; bool is_y_okay = abs(position.y) != 1.0; bool is_z_okay = abs(position.z) != 1.0; int num_components = 0; if (is_x_okay) { num_components += 1; } if (is_y_okay) { num_components += 1; } if(is_z_okay) { num_components += 1; } if (num_components < 2) { outColor = color; } else { discard; } ``` This is pretty disgusting, not only for the programmer but likely for the poor GPU too. Luckily, GLSL has all of the tools necessary to write this more compactly. A better version could be written like this: ```glsl void main() { if (length(vec3(notEqual(abs(position), vec3(1.0)))) > 1.0) { discard; } else { gl_FragColor = vec4(1, 0, 0, 1); } } ``` Let's break this down, first we can simplify the many equality checks in the beginning with [notEqual](https://registry.khronos.org/OpenGL-Refpages/gl4/html/notEqual.xhtml): ```glsl notEqual(abs(inPosition), vec3(1.0)) ``` This is component-wise, so it has the same exact meaning as before. We want to call [length](https://registry.khronos.org/OpenGL-Refpages/gl4/html/length.xhtml) on this, hence the `vec3` cast. Why do we do a length cast? It's the easiest way to detect how many booleans are true, I'm not sure of a better way. For example: * `(1, 0, 0)` has a length of 1. * `(1, 1, 0)` has a length of $\sqrt{2}$. * `(1, 1, 1)` has a lenth of $\sqrt{3}$. Hence, if we want to check if 0 or 1 components (but not more) we want a length less than 1. And here is the result: {{< include-shader "wireframe.frag.glsl" "wire-frag" >}} {{< include-shader "wireframe.vert.glsl" "wire-vert" >}} {{< three-scene "scene2.js" "scene2" >}} Since this is using `GL_LINES` (or your API equivalent) you can use the line width - if supported by your GPU - to modify how the lines look. Is this is a little convoluted? Maybe, but I like how it's all neatly integrated into just the fragment stage. I think this is good enough for debug purposes at least.