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author | omniscient <17525998+omnisci3nce@users.noreply.github.com> | 2024-10-05 12:48:05 +1000 |
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committer | omniscient <17525998+omnisci3nce@users.noreply.github.com> | 2024-10-05 12:48:05 +1000 |
commit | dfb6adbcbcc7d50b770b6d5ea82efdd8f8c32e25 (patch) | |
tree | a470b91a90716d7ea46fde53ed395449c24583a2 /src/maths/primitives.c | |
parent | 54354e32c6498cc7f8839ab4deb1208d37216cc5 (diff) |
delete documentation workflow
Diffstat (limited to 'src/maths/primitives.c')
-rw-r--r-- | src/maths/primitives.c | 343 |
1 files changed, 0 insertions, 343 deletions
diff --git a/src/maths/primitives.c b/src/maths/primitives.c deleted file mode 100644 index c24d1e2..0000000 --- a/src/maths/primitives.c +++ /dev/null @@ -1,343 +0,0 @@ -#include "primitives.h" -#include "colours.h" -#include "log.h" -#include "maths.h" -#include "maths_types.h" -#include "ral_types.h" -#include "render_types.h" - -// --- Helpers - -void push_triangle(u32_darray* arr, u32 i0, u32 i1, u32 i2) { - u32_darray_push(arr, i0); - u32_darray_push(arr, i1); - u32_darray_push(arr, i2); -} - -Vec3 plane_vertex_positions[] = { - (Vec3){ -0.5, 0, -0.5 }, - (Vec3){ 0.5, 0, -0.5 }, - (Vec3){ -0.5, 0, 0.5 }, - (Vec3){ 0.5, 0, 0.5 }, -}; - -Geometry Geo_CreatePlane(f32x2 extents, u32 tiling_u, u32 tiling_v) { - CASSERT(tiling_u >= 1 && tiling_v >= 1); - Vertex_darray* vertices = Vertex_darray_new(4); - u32_darray* indices = u32_darray_new(vertices->len); - - Vec3 vert_pos[4]; - memcpy(&vert_pos, plane_vertex_positions, sizeof(plane_vertex_positions)); - for (int i = 0; i < 4; i++) { - vert_pos[i].x *= extents.x; - vert_pos[i].z *= extents.y; - } - VERT_3D(vertices, vert_pos[0], VEC3_Y, vec2(0, 0)); // back left - VERT_3D(vertices, vert_pos[1], VEC3_Y, vec2(1 * tiling_u, 0 * tiling_v)); // back right - VERT_3D(vertices, vert_pos[2], VEC3_Y, vec2(0, 1 * tiling_v)); // front left - VERT_3D(vertices, vert_pos[3], VEC3_Y, vec2(1 * tiling_u, 1 * tiling_v)); // front right - - // push_triangle(indices, 0, 1, 2); - // push_triangle(indices, 2, 1, 3); - push_triangle(indices, 2, 1, 0); - push_triangle(indices, 1, 2, 3); - - for (int i = 0; i < 4; i++) { - printf("Vertex %d: (%f, %f, %f)\n", i, vert_pos[i].x, vert_pos[i].y, vert_pos[i].z); - } - - Geometry geo = { .format = VERTEX_STATIC_3D, - .vertices = vertices, - .has_indices = true, - .index_count = indices->len, - .indices = indices }; - - return geo; -} - -Geometry Geo_CreateCuboid(f32x3 extents) { - 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); - vertices->data[i].static_3d.position = - vec3_sub(vertices->data[i].static_3d.position, - vec3(0.5, 0.5, 0.5)); // make center of the cube is the origin of mesh space - } - - Geometry geo = { - .format = VERTEX_STATIC_3D, - .vertices = vertices, - .has_indices = true, - .index_count = indices->len, - .indices = indices, // FIXME: make darray methods that return stack allocated struct - }; - - return geo; -} - -// --- Spheres - -Vec3 spherical_to_cartesian_coords(f32 rho, f32 theta, f32 phi) { - f32 x = rho * sin(phi) * cos(theta); - f32 y = rho * cos(phi); - f32 z = rho * sin(phi) * sin(theta); - return vec3(x, y, z); -} - -Geometry Geo_CreateUVsphere(f32 radius, u32 north_south_lines, u32 east_west_lines) { - assert(east_west_lines >= 3); // sphere will be degenerate and look gacked without at least 3 - assert(north_south_lines >= 3); - - Vertex_darray* vertices = Vertex_darray_new(2 + (east_west_lines - 1) * north_south_lines); - - // Create a UV sphere with spherical coordinates - // a point P on the unit sphere can be represented P(r, theta, phi) - // for each vertex we must convert that to a cartesian R3 coordinate - - // Top point - Vertex top = { .static_3d = { .position = vec3(0, radius, 0), - .normal = vec3_normalise(vec3(0, radius, 0)), - .tex_coords = vec2(0, 0) } }; - Vertex_darray_push(vertices, top); - - // parallels - for (u32 i = 0; i < (east_west_lines - 1); i++) { - // phi should range from 0 to pi - f32 phi = PI * (((f32)i + 1) / (f32)east_west_lines); - - // meridians - for (u32 j = 0; j < east_west_lines; j++) { - // theta should range from 0 to 2PI - f32 theta = TAU * ((f32)j / (f32)north_south_lines); - Vec3 position = spherical_to_cartesian_coords(radius, theta, phi); - // f32 d = vec3_len(position); - // print_vec3(position); - // printf("Phi %f Theta %f d %d\n", phi, theta, d); - // assert(d == radius); // all points on the sphere should be 'radius' away from the origin - Vertex v = { .static_3d = { - .position = position, - .normal = - vec3_normalise(position), // normal vector on sphere is same as position - .tex_coords = vec2(0, 0) // TODO - } }; - Vertex_darray_push(vertices, v); - } - } - - // Bottom point - Vertex bot = { .static_3d = { .position = vec3(0, -radius, 0), - .normal = vec3_normalise(vec3(0, -radius, 0)), - .tex_coords = vec2(0, 0) } }; - Vertex_darray_push(vertices, bot); - - u32_darray* indices = u32_darray_new(1); - - // top bottom rings - for (u32 i = 0; i < north_south_lines; i++) { - u32 i1 = i + 1; - u32 i2 = (i + 1) % north_south_lines + 1; - push_triangle(indices, 0, i2, i1); - /* TRACE("Push triangle (%.2f %.2f %.2f)->(%.2f %.2f %.2f)->(%.2f %.2f %.2f)\n", */ - /* vertices->data[0].static_3d.position.x, vertices->data[0].static_3d.position.y, */ - /* vertices->data[0].static_3d.position.z, vertices->data[i1].static_3d.position.x, */ - /* vertices->data[i1].static_3d.position.y, vertices->data[i1].static_3d.position.z, */ - /* vertices->data[i2].static_3d.position.x, vertices->data[i2].static_3d.position.y, */ - /* vertices->data[i2].static_3d.position.z); */ - u32 bot = vertices->len - 1; - u32 i3 = i + north_south_lines * (east_west_lines - 2) + 1; - u32 i4 = (i + 1) % north_south_lines + north_south_lines * (east_west_lines - 2) + 1; - push_triangle(indices, bot, i3, i4); - } - - // quads - for (u32 i = 0; i < east_west_lines - 2; i++) { - u32 ring_start = i * north_south_lines + 1; - u32 next_ring_start = (i + 1) * north_south_lines + 1; - /* printf("ring start %d next ring start %d\n", ring_start, next_ring_start); */ - /* print_vec3(vertices->data[ring_start].static_3d.position); */ - /* print_vec3(vertices->data[next_ring_start].static_3d.position); */ - for (u32 j = 0; j < north_south_lines; j++) { - u32 i0 = ring_start + j; - u32 i1 = next_ring_start + j; - u32 i2 = ring_start + (j + 1) % north_south_lines; - u32 i3 = next_ring_start + (j + 1) % north_south_lines; - push_triangle(indices, i0, i2, i1); - /* TRACE("Push triangle (%.2f %.2f %.2f)->(%.2f %.2f %.2f)->(%.2f %.2f %.2f)\n", */ - /* vertices->data[i0].static_3d.position.x, vertices->data[i0].static_3d.position.y, */ - /* vertices->data[i0].static_3d.position.z, vertices->data[i1].static_3d.position.x, */ - /* vertices->data[i1].static_3d.position.y, vertices->data[i1].static_3d.position.z, */ - /* vertices->data[i2].static_3d.position.x, vertices->data[i2].static_3d.position.y, */ - /* vertices->data[i2].static_3d.position.z); */ - push_triangle(indices, i1, i2, i3); - } - } - - Geometry geo = { - .format = VERTEX_STATIC_3D, - .vertices = vertices, - .has_indices = true, - .index_count = indices->len, - .indices = indices, - }; - - return geo; -} - -Geometry Geo_CreateCone(f32 radius, f32 height, u32 resolution) { - Vertex_darray* vertices = Vertex_darray_new((resolution + 1) * 2); - u32_darray* indices = u32_darray_new(resolution * 2 * 3); - - // TODO: decide how UVs are unwrapped - - // tip - VERT_3D(vertices, vec3(0.0, height, 0.0), VEC3_Y, vec2(0, 0)); - - // sides - f32 step = TAU / resolution; - - for (u32 i = 0; i < resolution; i++) { - f32 x = cos(step * i) * radius; - f32 z = sin(step * i) * radius; - Vec3 pos = vec3(x, 0.0, z); - Vec3 tip_to_vertex = vec3_sub(pos, vertices->data[0].static_3d.position); - Vec3 center_to_vertex = pos; - Vec3 tangent = vec3_cross(VEC3_Y, center_to_vertex); - Vec3 normal_dir = vec3_cross(tangent, tip_to_vertex); - Vec3 normal = vec3_normalise(normal_dir); - VERT_3D(vertices, pos, normal, vec2(0, 0)); - } - for (u32 i = 1; i < resolution; i++) { - push_triangle(indices, 0, i + 1, i); - } - push_triangle(indices, 0, 1, resolution); - - // base center - u32 center_idx = vertices->len; - VERT_3D(vertices, VEC3_ZERO, VEC3_NEG_Y, vec2(0, 0)); - - // base circle - for (u32 i = 0; i < resolution; i++) { - f32 x = cos(step * i) * radius; - f32 z = sin(step * i) * radius; - VERT_3D(vertices, vec3(x, 0.0, z), VEC3_NEG_Z, vec2(0, 0)); - } - for (u32 i = 1; i < resolution; i++) { - push_triangle(indices, center_idx, center_idx + i, center_idx + i + 1); - } - push_triangle(indices, center_idx, center_idx + resolution, center_idx + 1); - - Geometry geo = { - .format = VERTEX_STATIC_3D, - .vertices = vertices, - .has_indices = true, - .index_count = indices->len, - .indices = indices, - }; - return geo; -} - -Geometry Geo_CreateCylinder(f32 radius, f32 height, u32 resolution) { - Vertex_darray* vertices = Vertex_darray_new(1); - u32_darray* indices = u32_darray_new(1); - - f32 step = TAU / resolution; - - // bot cap - VERT_3D(vertices, VEC3_ZERO, VEC3_NEG_Y, vec2(0, 0)); - for (u32 i = 0; i < resolution; i++) { - VERT_3D(vertices, vec3(cos(step * i) * radius, 0.0, sin(step * i) * radius), VEC3_NEG_Y, - vec2(0, 0)); - } - for (u32 i = 1; i < resolution; i++) { - push_triangle(indices, 0, i, i + 1); - } - push_triangle(indices, 0, resolution, 1); - - // top cap - u32 center_idx = vertices->len; - VERT_3D(vertices, vec3(0.0, height, 0.0), VEC3_Y, vec2(0, 0)); - for (u32 i = 0; i < resolution; i++) { - VERT_3D(vertices, vec3(cos(step * i) * radius, height, sin(step * i) * radius), VEC3_Y, - vec2(0, 0)); - } - for (u32 i = 1; i < resolution; i++) { - push_triangle(indices, center_idx, center_idx + i + 1, center_idx + i); - } - push_triangle(indices, center_idx, center_idx + 1, center_idx + resolution); - - // sides - u32 sides_start = vertices->len; - for (u32 i = 0; i < resolution; i++) { - f32 x = cos(step * i) * radius; - f32 z = sin(step * i) * radius; - // top then bottom - VERT_3D(vertices, vec3(x, height, z), vec3_normalise(vec3(x, 0.0, z)), vec2(0, 0)); - VERT_3D(vertices, vec3(x, 0.0, z), vec3_normalise(vec3(x, 0.0, z)), vec2(0, 0)); - } - for (u32 i = 0; i < resolution; i++) { - u32 current = sides_start + i * 2; - u32 next = sides_start + ((i + 1) % resolution) * 2; - push_triangle(indices, current, next, current + 1); - push_triangle(indices, current + 1, next, next + 1); - } - - Geometry geo = { - .format = VERTEX_STATIC_3D, - .vertices = vertices, - .has_indices = true, - .index_count = indices->len, - .indices = indices, - }; - return geo; -} |