diff options
Diffstat (limited to 'archive/src/maths')
-rw-r--r-- | archive/src/maths/geometry.h | 50 | ||||
-rw-r--r-- | archive/src/maths/maths.c | 35 | ||||
-rw-r--r-- | archive/src/maths/maths.h | 321 | ||||
-rw-r--r-- | archive/src/maths/maths_types.h | 84 | ||||
-rw-r--r-- | archive/src/maths/primitives.c | 343 | ||||
-rw-r--r-- | archive/src/maths/primitives.h | 29 |
6 files changed, 862 insertions, 0 deletions
diff --git a/archive/src/maths/geometry.h b/archive/src/maths/geometry.h new file mode 100644 index 0000000..532651c --- /dev/null +++ b/archive/src/maths/geometry.h @@ -0,0 +1,50 @@ +/** + * @file geometry.h + * @author your name (you@domain.com) + * @brief Shapes and intersections between them + * @version 0.1 + * @date 2024-02-24 + * + * @copyright Copyright (c) 2024 + */ +#pragma once + +#include "maths.h" + +// typedef struct line_3d { +// vec3 start, end; +// } line_3d; + +// typedef struct plane { +// vec3 normal; +// } plane; + +typedef struct Cuboid { + Vec3 half_extents; +} Cuboid; + +typedef struct Sphere { + f32 radius; +} Sphere; + +// typedef struct cylinder { +// f32 radius; +// f32 half_height; +// } cylinder; + +// typedef struct cone { +// f32 radius; +// f32 half_height; +// } cone; + +// TODO: +// capsule +// torus +// ray +// frustum +// conical frustum +// wedge + +// 2d... +// line +// circle diff --git a/archive/src/maths/maths.c b/archive/src/maths/maths.c new file mode 100644 index 0000000..19052fe --- /dev/null +++ b/archive/src/maths/maths.c @@ -0,0 +1,35 @@ +#include "maths.h" + +#define c_static_inline + +c_static_inline Vec3 vec3_create(f32 x, f32 y, f32 z) { return (Vec3){ x, y, z }; } +c_static_inline Vec3 vec3_add(Vec3 a, Vec3 b) { return (Vec3){ a.x + b.x, a.y + b.y, a.z + b.z }; } +c_static_inline Vec3 vec3_sub(Vec3 a, Vec3 b) { return (Vec3){ a.x - b.x, a.y - b.y, a.z - b.z }; } +c_static_inline Vec3 vec3_mult(Vec3 a, f32 s) { return (Vec3){ a.x * s, a.y * s, a.z * s }; } +c_static_inline Vec3 vec3_div(Vec3 a, f32 s) { return (Vec3){ a.x / s, a.y / s, a.z / s }; } + +c_static_inline f32 vec3_len_squared(Vec3 a) { return (a.x * a.x) + (a.y * a.y) + (a.z * a.z); } +c_static_inline f32 vec3_len(Vec3 a) { return sqrtf(vec3_len_squared(a)); } +c_static_inline Vec3 vec3_negate(Vec3 a) { return (Vec3){ -a.x, -a.y, -a.z }; } +PUB c_static_inline Vec3 vec3_normalise(Vec3 a) { + f32 length = vec3_len(a); + return vec3_div(a, length); +} + +c_static_inline f32 vec3_dot(Vec3 a, Vec3 b) { return a.x * b.x + a.y * b.y + a.z * b.z; } +c_static_inline Vec3 vec3_cross(Vec3 a, Vec3 b) { + return ( + Vec3){ .x = a.y * b.z - a.z * b.y, .y = a.z * b.x - a.x * b.z, .z = a.x * b.y - a.y * b.x }; +} + +Mat4 mat4_ident() { + return (Mat4){ .data = { 1.0, 0., 0., 0., 0., 1., 0., 0., 0., 0., 1., 0., 0., 0., 0., 1.0 } }; +} + +Mat4 transform_to_mat(Transform* tf) { + Mat4 scale = mat4_scale(tf->scale); + Mat4 rotation = mat4_rotation(tf->rotation); + Mat4 translation = mat4_translation(tf->position); + // return mat4_mult(translation, mat4_mult(rotation, scale)); + return mat4_mult(mat4_mult(scale, rotation), translation); +}
\ No newline at end of file diff --git a/archive/src/maths/maths.h b/archive/src/maths/maths.h new file mode 100644 index 0000000..e77b81a --- /dev/null +++ b/archive/src/maths/maths.h @@ -0,0 +1,321 @@ +/** + * @file maths.h + * @author your name (you@domain.com) + * @brief + * @version 0.1 + * @date 2024-02-24 + * @copyright Copyright (c) 2024 + */ +#pragma once + +#include <math.h> +#include <stdio.h> +#include "defines.h" +#include "maths_types.h" + +// #undef c_static_inline +// #define c_static_inline static + +// --- Helpers +#define deg_to_rad(x) (x * 3.14 / 180.0) +#define MIN(a, b) (a < b ? a : b) +#define MAX(a, b) (a > b ? a : b) + +// --- Vector Implementations + +// Dimension 3 +PUB c_static_inline Vec3 vec3_create(f32 x, f32 y, f32 z); +#define vec3(x, y, z) ((Vec3){ x, y, z }) +PUB c_static_inline Vec3 vec3_add(Vec3 a, Vec3 b); +PUB c_static_inline Vec3 vec3_sub(Vec3 a, Vec3 b); +PUB c_static_inline Vec3 vec3_mult(Vec3 a, f32 s); +PUB c_static_inline Vec3 vec3_div(Vec3 a, f32 s); + +PUB c_static_inline f32 vec3_len_squared(Vec3 a); +PUB c_static_inline f32 vec3_len(Vec3 a); +PUB c_static_inline Vec3 vec3_negate(Vec3 a); +PUB c_static_inline Vec3 vec3_normalise(Vec3 a); + +PUB c_static_inline f32 vec3_dot(Vec3 a, Vec3 b); +PUB c_static_inline Vec3 vec3_cross(Vec3 a, Vec3 b); + +static const Vec3 VEC3_X = vec3(1.0, 0.0, 0.0); +static const Vec3 VEC3_NEG_X = vec3(-1.0, 0.0, 0.0); +static const Vec3 VEC3_Y = vec3(0.0, 1.0, 0.0); +static const Vec3 VEC3_NEG_Y = vec3(0.0, -1.0, 0.0); +static const Vec3 VEC3_Z = vec3(0.0, 0.0, 1.0); +static const Vec3 VEC3_NEG_Z = vec3(0.0, 0.0, -1.0); +static const Vec3 VEC3_ZERO = vec3(0.0, 0.0, 0.0); +static const Vec3 VEC3_ONES = vec3(1.0, 1.0, 1.0); + +static void print_vec3(Vec3 v) { + printf("{ x: %f, y: %f, z: %f )\n", (f64)v.x, (f64)v.y, (f64)v.z); +} + +// TODO: Dimension 2 +static Vec2 vec2_create(f32 x, f32 y) { return (Vec2){ x, y }; } +#define vec2(x, y) ((Vec2){ x, y }) +static Vec2 vec2_div(Vec2 a, f32 s) { return (Vec2){ a.x / s, a.y / s }; } + +// TODO: Dimension 4 +static Vec4 vec4_create(f32 x, f32 y, f32 z, f32 w) { return (Vec4){ x, y, z, w }; } +#define vec4(x, y, z, w) (vec4_create(x, y, z, w)) +#define VEC4_ZERO ((Vec4){ .x = 0.0, .y = 0.0, .z = 0.0, .w = 0.0 }) + +// --- Quaternion Implementations + +static f32 quat_dot(Quat a, Quat b) { return a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w; } + +static Quat quat_normalise(Quat a) { + f32 length = sqrtf(quat_dot(a, a)); // same as len squared + + return (Quat){ a.x / length, a.y / length, a.z / length, a.w / length }; +} + +static Quat quat_ident() { return (Quat){ .x = 0.0, .y = 0.0, .z = 0.0, .w = 1.0 }; } + +static Quat quat_from_axis_angle(Vec3 axis, f32 angle, bool normalize) { + const f32 half_angle = 0.5f * angle; + f32 s = sinf(half_angle); + f32 c = cosf(half_angle); + + Quat q = (Quat){ s * axis.x, s * axis.y, s * axis.z, c }; + if (normalize) { + return quat_normalise(q); + } + return q; +} + +// TODO: grok this. +static Quat quat_slerp(Quat a, Quat b, f32 percentage) { + Quat out_quaternion; + + Quat q0 = quat_normalise(a); + Quat q1 = quat_normalise(b); + + // Compute the cosine of the angle between the two vectors. + f32 dot = quat_dot(q0, q1); + + // If the dot product is negative, slerp won't take + // the shorter path. Note that v1 and -v1 are equivalent when + // the negation is applied to all four components. Fix by + // reversing one quaternion. + if (dot < 0.0f) { + q1.x = -q1.x; + q1.y = -q1.y; + q1.z = -q1.z; + q1.w = -q1.w; + dot = -dot; + } + + const f32 DOT_THRESHOLD = 0.9995f; + if (dot > DOT_THRESHOLD) { + // If the inputs are too close for comfort, linearly interpolate + // and normalize the result. + out_quaternion = + (Quat){ q0.x + ((q1.x - q0.x) * percentage), q0.y + ((q1.y - q0.y) * percentage), + q0.z + ((q1.z - q0.z) * percentage), q0.w + ((q1.w - q0.w) * percentage) }; + + return quat_normalise(out_quaternion); + } + + // TODO: Are there math functions that take floats instead of doubles? + + // Since dot is in range [0, DOT_THRESHOLD], acos is safe + f64 theta_0 = cos((f64)dot); // theta_0 = angle between input vectors + f64 theta = theta_0 * (f64)percentage; // theta = angle between v0 and result + f64 sin_theta = sin((f64)theta); // compute this value only once + f64 sin_theta_0 = sin((f64)theta_0); // compute this value only once + + f32 s0 = + cos(theta) - (f64)dot * sin_theta / sin_theta_0; // == sin(theta_0 - theta) / sin(theta_0) + f32 s1 = sin_theta / sin_theta_0; + + return (Quat){ (q0.x * s0) + (q1.x * s1), (q0.y * s0) + (q1.y * s1), (q0.z * s0) + (q1.z * s1), + (q0.w * s0) + (q1.w * s1) }; +} + +// --- Matrix Implementations + +Mat4 mat4_ident(); + +static Mat4 mat4_translation(Vec3 position) { + Mat4 out_matrix = mat4_ident(); + out_matrix.data[12] = position.x; + out_matrix.data[13] = position.y; + out_matrix.data[14] = position.z; + return out_matrix; +} + +static Mat4 mat4_scale(Vec3 scale) { + Mat4 out_matrix = mat4_ident(); + out_matrix.data[0] = scale.x; + out_matrix.data[5] = scale.y; + out_matrix.data[10] = scale.z; + return out_matrix; +} + +// TODO: double check this +static Mat4 mat4_rotation(Quat rotation) { + Mat4 out_matrix = mat4_ident(); + Quat n = quat_normalise(rotation); + + out_matrix.data[0] = 1.0f - 2.0f * n.y * n.y - 2.0f * n.z * n.z; + out_matrix.data[1] = 2.0f * n.x * n.y - 2.0f * n.z * n.w; + out_matrix.data[2] = 2.0f * n.x * n.z + 2.0f * n.y * n.w; + + out_matrix.data[4] = 2.0f * n.x * n.y + 2.0f * n.z * n.w; + out_matrix.data[5] = 1.0f - 2.0f * n.x * n.x - 2.0f * n.z * n.z; + out_matrix.data[6] = 2.0f * n.y * n.z - 2.0f * n.x * n.w; + + out_matrix.data[8] = 2.0f * n.x * n.z - 2.0f * n.y * n.w; + out_matrix.data[9] = 2.0f * n.y * n.z + 2.0f * n.x * n.w; + out_matrix.data[10] = 1.0f - 2.0f * n.x * n.x - 2.0f * n.y * n.y; + + return out_matrix; +} + +static Mat4 mat4_mult(Mat4 lhs, Mat4 rhs) { + Mat4 out_matrix = mat4_ident(); + + const f32* m1_ptr = lhs.data; + const f32* m2_ptr = rhs.data; + f32* dst_ptr = out_matrix.data; + + for (i32 i = 0; i < 4; ++i) { + for (i32 j = 0; j < 4; ++j) { + *dst_ptr = m1_ptr[0] * m2_ptr[0 + j] + m1_ptr[1] * m2_ptr[4 + j] + m1_ptr[2] * m2_ptr[8 + j] + + m1_ptr[3] * m2_ptr[12 + j]; + dst_ptr++; + } + m1_ptr += 4; + } + + return out_matrix; +} + +static Mat4 mat4_transposed(Mat4 matrix) { + Mat4 out_matrix = mat4_ident(); + out_matrix.data[0] = matrix.data[0]; + out_matrix.data[1] = matrix.data[4]; + out_matrix.data[2] = matrix.data[8]; + out_matrix.data[3] = matrix.data[12]; + out_matrix.data[4] = matrix.data[1]; + out_matrix.data[5] = matrix.data[5]; + out_matrix.data[6] = matrix.data[9]; + out_matrix.data[7] = matrix.data[13]; + out_matrix.data[8] = matrix.data[2]; + out_matrix.data[9] = matrix.data[6]; + out_matrix.data[10] = matrix.data[10]; + out_matrix.data[11] = matrix.data[14]; + out_matrix.data[12] = matrix.data[3]; + out_matrix.data[13] = matrix.data[7]; + out_matrix.data[14] = matrix.data[11]; + out_matrix.data[15] = matrix.data[15]; + return out_matrix; +} + +#if defined(CEL_REND_BACKEND_VULKAN) +/** @brief Creates a perspective projection matrix compatible with Vulkan */ +c_static_inline Mat4 mat4_perspective(f32 fov_radians, f32 aspect_ratio, f32 near_clip, + f32 far_clip) { + f32 half_tan_fov = tanf(fov_radians * 0.5f); + Mat4 out_matrix = { .data = { 0 } }; + + out_matrix.data[0] = 1.0f / (aspect_ratio * half_tan_fov); + out_matrix.data[5] = -1.0f / half_tan_fov; // Flip Y-axis for Vulkan + out_matrix.data[10] = -((far_clip + near_clip) / (far_clip - near_clip)); + out_matrix.data[11] = -1.0f; + out_matrix.data[14] = -((2.0f * far_clip * near_clip) / (far_clip - near_clip)); + + return out_matrix; +} +#else +/** @brief Creates a perspective projection matrix */ +static inline Mat4 mat4_perspective(f32 fov_radians, f32 aspect_ratio, f32 near_clip, + f32 far_clip) { + f32 half_tan_fov = tanf(fov_radians * 0.5f); + Mat4 out_matrix = { .data = { 0 } }; + out_matrix.data[0] = 1.0f / (aspect_ratio * half_tan_fov); + out_matrix.data[5] = 1.0f / half_tan_fov; + out_matrix.data[10] = -((far_clip + near_clip) / (far_clip - near_clip)); + out_matrix.data[11] = -1.0f; + out_matrix.data[14] = -((2.0f * far_clip * near_clip) / (far_clip - near_clip)); + return out_matrix; +} +#endif + +/** @brief Creates an orthographic projection matrix */ +static inline Mat4 mat4_orthographic(f32 left, f32 right, f32 bottom, f32 top, f32 near_clip, + f32 far_clip) { + // source: kohi game engine. + Mat4 out_matrix = mat4_ident(); + + f32 lr = 1.0f / (left - right); + f32 bt = 1.0f / (bottom - top); + f32 nf = 1.0f / (near_clip - far_clip); + + out_matrix.data[0] = -2.0f * lr; + out_matrix.data[5] = -2.0f * bt; + out_matrix.data[10] = 2.0f * nf; + + out_matrix.data[12] = (left + right) * lr; + out_matrix.data[13] = (top + bottom) * bt; + out_matrix.data[14] = (far_clip + near_clip) * nf; + + return out_matrix; +} + +static inline Mat4 mat4_look_at(Vec3 position, Vec3 target, Vec3 up) { + Mat4 out_matrix; + Vec3 z_axis; + z_axis.x = target.x - position.x; + z_axis.y = target.y - position.y; + z_axis.z = target.z - position.z; + + z_axis = vec3_normalise(z_axis); + Vec3 x_axis = vec3_normalise(vec3_cross(z_axis, up)); + Vec3 y_axis = vec3_cross(x_axis, z_axis); + + out_matrix.data[0] = x_axis.x; + out_matrix.data[1] = y_axis.x; + out_matrix.data[2] = -z_axis.x; + out_matrix.data[3] = 0; + out_matrix.data[4] = x_axis.y; + out_matrix.data[5] = y_axis.y; + out_matrix.data[6] = -z_axis.y; + out_matrix.data[7] = 0; + out_matrix.data[8] = x_axis.z; + out_matrix.data[9] = y_axis.z; + out_matrix.data[10] = -z_axis.z; + out_matrix.data[11] = 0; + out_matrix.data[12] = -vec3_dot(x_axis, position); + out_matrix.data[13] = -vec3_dot(y_axis, position); + out_matrix.data[14] = vec3_dot(z_axis, position); + out_matrix.data[15] = 1.0f; + + return out_matrix; +} + +// ... + +// --- Transform Implementations + +#define TRANSFORM_DEFAULT \ + ((Transform){ .position = VEC3_ZERO, \ + .rotation = (Quat){ .x = 0., .y = 0., .z = 0., .w = 1. }, \ + .scale = 1.0, \ + .is_dirty = false }) + +static Transform transform_create(Vec3 pos, Quat rot, Vec3 scale) { + return (Transform){ .position = pos, .rotation = rot, .scale = scale, .is_dirty = true }; +} + +Mat4 transform_to_mat(Transform* tf); + +// --- Sizing asserts + +_Static_assert(alignof(Vec3) == 4, "Vec3 is 4 byte aligned"); +_Static_assert(sizeof(Vec3) == 12, "Vec3 is 12 bytes so has no padding"); + +_Static_assert(alignof(Vec4) == 4, "Vec4 is 4 byte aligned"); diff --git a/archive/src/maths/maths_types.h b/archive/src/maths/maths_types.h new file mode 100644 index 0000000..66d260d --- /dev/null +++ b/archive/src/maths/maths_types.h @@ -0,0 +1,84 @@ +/** + * @file maths_types.h + * @author Omniscient + * @brief Maths types + * @date 2024-02-24 + * @copyright Copyright (c) 2024 + */ +#pragma once + +#include "defines.h" + +// --- Constants +#define PI 3.14159265358979323846 +#define HALF_PI 1.57079632679489661923 +#define TAU (2.0 * PI) + +// --- Types + +/** @brief 2D Vector */ +typedef struct Vec2 { + f32 x, y; +} Vec2; + +/** @brief 4x4 Matrix */ +typedef struct Mat4 { + // TODO: use this format for more readable code: vec4 x_axis, y_axis, z_axis, w_axis; + f32 data[16]; +} Mat4; + +/** @brief Three dimensional bounding box */ +typedef struct Bbox_3D { + Vec3 min; // minimum point of the box + Vec3 max; // maximum point of the box +} Bbox_3D; + +/** @brief 3D Axis-aligned bounding box */ +typedef Bbox_3D Aabb_3D; + +/** @brief 3D affine transformation */ +typedef struct Transform { + Vec3 position; + Quat rotation; + Vec3 scale; + bool is_dirty; +} Transform; + +typedef struct Vec4i { + i32 x, y, z, w; +} Vec4i; + +typedef struct Vec4u { + u32 x, y, z, w; +} Vec4u; + +// --- Some other types +typedef struct u32x3 { + union { + struct { + u32 x; + u32 y; + u32 z; + }; + struct { + u32 r; + u32 g; + u32 b; + }; + }; +} u32x3; +#define u32x3(x, y, z) ((u32x3){ x, y, z }) + +typedef struct u32x2 { + u32 x; + u32 y; +} u32x2; +#define u32x2(x, y) ((u32x2){ x, y }) + +// Type aliass + +typedef struct Vec2 f32x2; +#define f32x2(x, y) ((f32x2){ x, y }) + +typedef struct Vec3 f32x3; +#define f32x3(x, y, z) ((f32x3){ x, y, z }) diff --git a/archive/src/maths/primitives.c b/archive/src/maths/primitives.c new file mode 100644 index 0000000..c24d1e2 --- /dev/null +++ b/archive/src/maths/primitives.c @@ -0,0 +1,343 @@ +#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; +} diff --git a/archive/src/maths/primitives.h b/archive/src/maths/primitives.h new file mode 100644 index 0000000..4965545 --- /dev/null +++ b/archive/src/maths/primitives.h @@ -0,0 +1,29 @@ +#pragma once + +#include <assert.h> +#include <stdlib.h> +#include "core.h" +#include "maths_types.h" +#include "render_types.h" + +Geometry Geo_CreatePlane(f32x2 extents, u32 tiling_u, u32 tiling_v); +Geometry Geo_CreateCuboid(f32x3 extents); +Geometry Geo_CreateCylinder(f32 radius, f32 height, u32 resolution); +Geometry Geo_CreateCone(f32 radius, f32 height, u32 resolution); +Geometry Geo_CreateUVsphere(f32 radius, u32 north_south_lines, u32 east_west_lines); +Geometry Geo_CreateIcosphere(f32 radius, f32 n_subdivisions); + +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); \ + }
\ No newline at end of file |