summaryrefslogtreecommitdiff
path: root/src/maths/primitives.c
diff options
context:
space:
mode:
authorJoshua Rowe <17525998+omnisci3nce@users.noreply.github.com>2024-05-20 10:50:11 +1000
committerGitHub <noreply@github.com>2024-05-20 10:50:11 +1000
commite904c22003c3a134201b222e6619e782fbe63947 (patch)
tree5295c8ce5f855ca4a0f1bebe50beee80bae66682 /src/maths/primitives.c
parent02e84ee4d18e705e3362be1e327fdb6f1397a032 (diff)
parent73d4145f46d2305f45761b8e456df692d1962dfb (diff)
Merge pull request #14 from omnisci3nce/realign
Realign
Diffstat (limited to 'src/maths/primitives.c')
-rw-r--r--src/maths/primitives.c138
1 files changed, 138 insertions, 0 deletions
diff --git a/src/maths/primitives.c b/src/maths/primitives.c
new file mode 100644
index 0000000..b9ec868
--- /dev/null
+++ b/src/maths/primitives.c
@@ -0,0 +1,138 @@
+#include "primitives.h"
+#include "colours.h"
+#include "maths.h"
+#include "ral_types.h"
+#include "render_types.h"
+
+// TODO: move to another file
+void geo_free_data(geometry_data* geo) {
+ vertex_darray_free(geo->vertices);
+ geo->vertices = NULL;
+ // TODO: do indices as well
+ /* if (geo->has_indices) { */
+ /* u32_darray_free(&geo->indices); */
+ /* } */
+}
+
+// vertices
+f32 plane_vertex_positions[] = {
+ // triangle 1
+ -0.5, 0, -0.5, -0.5, 0, 0.5, 0.5, 0, -0.5,
+ // triangle 2
+ 0.5, 0, -0.5, -0.5, 0, 0.5, 0.5, 0, 0.5
+};
+
+geometry_data geo_create_plane(f32x2 extents) {
+ f32x2 half_extents = vec2_div(extents, 2.0);
+ vertex_format format = VERTEX_STATIC_3D;
+ vertex_darray* vertices = vertex_darray_new(4);
+
+ // vertex_darray_push(vertices, (vertex){ .static_3d = { .position = } });
+
+ // return (geometry_data) { .format = format, .vertices =.has_indices = true, }
+}
+
+// OLD
+
+static const vec3 BACK_BOT_LEFT = (vec3){ 0, 0, 0 };
+static const vec3 BACK_BOT_RIGHT = (vec3){ 1, 0, 0 };
+static const vec3 BACK_TOP_LEFT = (vec3){ 0, 1, 0 };
+static const vec3 BACK_TOP_RIGHT = (vec3){ 1, 1, 0 };
+static const vec3 FRONT_BOT_LEFT = (vec3){ 0, 0, 1 };
+static const vec3 FRONT_BOT_RIGHT = (vec3){ 1, 0, 1 };
+static const vec3 FRONT_TOP_LEFT = (vec3){ 0, 1, 1 };
+static const vec3 FRONT_TOP_RIGHT = (vec3){ 1, 1, 1 };
+
+#define VERT_3D(arr, pos, norm, uv) \
+ { \
+ vertex v = { .static_3d = { .position = pos, .normal = norm, .tex_coords = uv } }; \
+ vertex_darray_push(arr, v); \
+ }
+
+geometry_data geo_create_cuboid(f32x3 extents) {
+ /* static mesh prim_cube_mesh_create() { */
+ vertex_darray* vertices = vertex_darray_new(36);
+
+ // back faces
+ VERT_3D(vertices, BACK_TOP_RIGHT, VEC3_NEG_Z, vec2(1, 0));
+ VERT_3D(vertices, BACK_BOT_LEFT, VEC3_NEG_Z, vec2(0, 1));
+ VERT_3D(vertices, BACK_TOP_LEFT, VEC3_NEG_Z, vec2(0, 0));
+ VERT_3D(vertices, BACK_TOP_RIGHT, VEC3_NEG_Z, vec2(1, 0));
+ VERT_3D(vertices, BACK_BOT_RIGHT, VEC3_NEG_Z, vec2(1, 1));
+ VERT_3D(vertices, BACK_BOT_LEFT, VEC3_NEG_Z, vec2(0, 1));
+
+ // front faces
+ VERT_3D(vertices, FRONT_BOT_LEFT, VEC3_Z, vec2(0, 1));
+ VERT_3D(vertices, FRONT_TOP_RIGHT, VEC3_Z, vec2(1, 0));
+ VERT_3D(vertices, FRONT_TOP_LEFT, VEC3_Z, vec2(0, 0));
+ VERT_3D(vertices, FRONT_BOT_LEFT, VEC3_Z, vec2(0, 1));
+ VERT_3D(vertices, FRONT_BOT_RIGHT, VEC3_Z, vec2(1, 1));
+ VERT_3D(vertices, FRONT_TOP_RIGHT, VEC3_Z, vec2(1, 0));
+
+ // top faces
+ VERT_3D(vertices, BACK_TOP_LEFT, VEC3_Y, vec2(0, 0));
+ VERT_3D(vertices, FRONT_TOP_LEFT, VEC3_Y, vec2(0, 1));
+ VERT_3D(vertices, FRONT_TOP_RIGHT, VEC3_Y, vec2(1, 1));
+ VERT_3D(vertices, BACK_TOP_LEFT, VEC3_Y, vec2(0, 0));
+ VERT_3D(vertices, FRONT_TOP_RIGHT, VEC3_Y, vec2(1, 1));
+ VERT_3D(vertices, BACK_TOP_RIGHT, VEC3_Y, vec2(1, 0));
+
+ // bottom faces
+ VERT_3D(vertices, BACK_BOT_LEFT, VEC3_NEG_Y, vec2(0, 1));
+ VERT_3D(vertices, FRONT_BOT_RIGHT, VEC3_NEG_Y, vec2(1, 1));
+ VERT_3D(vertices, FRONT_BOT_LEFT, VEC3_NEG_Y, vec2(0, 1));
+ VERT_3D(vertices, BACK_BOT_LEFT, VEC3_NEG_Y, vec2(0, 1));
+ VERT_3D(vertices, BACK_BOT_RIGHT, VEC3_NEG_Y, vec2(1, 1));
+ VERT_3D(vertices, FRONT_BOT_RIGHT, VEC3_NEG_Y, vec2(0, 1));
+
+ // right faces
+ VERT_3D(vertices, FRONT_TOP_RIGHT, VEC3_X, vec2(0, 0));
+ VERT_3D(vertices, BACK_BOT_RIGHT, VEC3_X, vec2(1, 1));
+ VERT_3D(vertices, BACK_TOP_RIGHT, VEC3_X, vec2(1, 0));
+ VERT_3D(vertices, BACK_BOT_RIGHT, VEC3_X, vec2(1, 1));
+ VERT_3D(vertices, FRONT_TOP_RIGHT, VEC3_X, vec2(0, 0));
+ VERT_3D(vertices, FRONT_BOT_RIGHT, VEC3_X, vec2(0, 1));
+
+ // left faces
+ VERT_3D(vertices, FRONT_TOP_LEFT, VEC3_NEG_X, vec2(0, 0));
+ VERT_3D(vertices, BACK_TOP_LEFT, VEC3_NEG_X, vec2(0, 0));
+ VERT_3D(vertices, BACK_BOT_LEFT, VEC3_NEG_X, vec2(0, 0));
+ VERT_3D(vertices, BACK_BOT_LEFT, VEC3_NEG_X, vec2(0, 0));
+ VERT_3D(vertices, FRONT_BOT_LEFT, VEC3_NEG_X, vec2(0, 0));
+ VERT_3D(vertices, FRONT_TOP_LEFT, VEC3_NEG_X, vec2(0, 0));
+
+ u32_darray* indices = u32_darray_new(vertices->len);
+
+ for (u32 i = 0; i < vertices->len; i++) {
+ u32_darray_push(indices, i);
+ }
+
+ geometry_data geo = {
+ .format = VERTEX_STATIC_3D,
+ .vertices = vertices,
+ .has_indices = true,
+ .indices = *indices, // FIXME: make darray methods that return stack allocated struct
+ .colour = vec3(0, 0, 0),
+ };
+
+ return geo;
+}
+
+/* /\** @brief create a new model with the shape of a cube *\/ */
+/* static model_handle prim_cube_new(core* core) { */
+/* model model = { 0 }; */
+/* mesh cube = prim_cube_mesh_create(); */
+
+/* mesh_darray_push(model.meshes, cube); */
+/* assert(mesh_darray_len(model.meshes) == 1); */
+
+/* u32 index = (u32)model_darray_len(core->models); */
+/* model_darray_push_copy(core->models, &model); */
+/* return (model_handle){ .raw = index }; */
+/* } */
+
+// --- Spheres
+
+geometry_data geo_create_uvsphere(f32 radius, f32 north_south_lines, f32 east_west_lines) {
+ // TODO
+}