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-rw-r--r--src/geometry.c85
1 files changed, 85 insertions, 0 deletions
diff --git a/src/geometry.c b/src/geometry.c
new file mode 100644
index 0000000..05414d3
--- /dev/null
+++ b/src/geometry.c
@@ -0,0 +1,85 @@
+#include <celeritas.h>
+
+typedef struct static_3d_vert {
+ vec4 pos;
+ vec4 norm;
+ vec2 uv;
+ vec2 pad;
+} static_3d_vert;
+
+vertex_desc static_3d_vertex_format() {
+ vertex_desc desc;
+ desc.label = "Static 3D Vertex";
+ desc.attributes[0] = ATTR_F32x4; // position
+ desc.attributes[1] = ATTR_F32x4; // normal
+ desc.attributes[2] = ATTR_F32x2; // tex coord
+ desc.attribute_count = 3;
+ desc.padding = 16; // 16 bytes padding
+
+ return desc;
+}
+
+geometry geo_cuboid(f32 x_scale, f32 y_scale, f32 z_scale) {
+ vec4 BACK_BOT_LEFT = (vec4){ 0, 0, 0, 0 };
+ vec4 BACK_BOT_RIGHT = (vec4){ 1, 0, 0, 0 };
+ vec4 BACK_TOP_LEFT = (vec4){ 0, 1, 0, 0 };
+ vec4 BACK_TOP_RIGHT = (vec4){ 1, 1, 0, 0 };
+ vec4 FRONT_BOT_LEFT = (vec4){ 0, 0, 1, 0 };
+ vec4 FRONT_BOT_RIGHT = (vec4){ 1, 0, 1, 0 };
+ vec4 FRONT_TOP_LEFT = (vec4){ 0, 1, 1, 0 };
+ vec4 FRONT_TOP_RIGHT = (vec4){ 1, 1, 1, 0 };
+
+ // allocate the data
+ static_3d_vert* vertices = malloc(36 * 64);
+
+ vertices[0] = (static_3d_vert){ .pos = BACK_TOP_RIGHT, .norm = (v3tov4(VEC3_NEG_Z)), .uv = { 0, 0 } };
+ vertices[1] = (static_3d_vert){ .pos = BACK_BOT_LEFT, .norm = v3tov4(VEC3_NEG_Z), .uv = { 0, 1 } };
+ vertices[2] = (static_3d_vert){ .pos = BACK_TOP_LEFT, .norm = v3tov4(VEC3_NEG_Z), .uv = { 0, 0 } };
+ vertices[3] = (static_3d_vert){ .pos = BACK_TOP_RIGHT, .norm = v3tov4(VEC3_NEG_Z), .uv = { 1, 0 } };
+ vertices[4] = (static_3d_vert){ .pos = BACK_BOT_RIGHT, .norm = v3tov4(VEC3_NEG_Z), .uv = { 1, 1 } };
+ vertices[5] = (static_3d_vert){ .pos = BACK_BOT_LEFT, .norm = v3tov4(VEC3_NEG_Z), .uv = { 0, 1 } };
+
+ // front faces
+ vertices[6] = (static_3d_vert){ .pos = FRONT_BOT_LEFT, .norm = v3tov4(VEC3_Z), .uv = { 0, 1 } };
+ vertices[7] = (static_3d_vert){ .pos = FRONT_TOP_RIGHT, .norm = v3tov4(VEC3_Z), .uv = { 1, 0 } };
+ vertices[8] = (static_3d_vert){ .pos = FRONT_TOP_LEFT, .norm = v3tov4(VEC3_Z), .uv = { 0, 0 } };
+ vertices[9] = (static_3d_vert){ .pos = FRONT_BOT_LEFT, .norm = v3tov4(VEC3_Z), .uv = { 0, 1 } };
+ vertices[10] = (static_3d_vert){ .pos = FRONT_BOT_RIGHT, .norm = v3tov4(VEC3_Z), .uv = { 1, 1 } };
+ vertices[11] = (static_3d_vert){ .pos = FRONT_TOP_RIGHT, .norm = v3tov4(VEC3_Z), .uv = { 1, 0 } };
+
+ // top faces
+ vertices[12] = (static_3d_vert){ .pos = BACK_TOP_LEFT, .norm = v3tov4(VEC3_Y), .uv = { 0, 0 } };
+ vertices[13] = (static_3d_vert){ .pos = FRONT_TOP_LEFT, .norm = v3tov4(VEC3_Y), .uv = { 0, 1 } };
+ vertices[14] = (static_3d_vert){ .pos = FRONT_TOP_RIGHT, .norm = v3tov4(VEC3_Y), .uv = { 1, 1 } };
+ vertices[15] = (static_3d_vert){ .pos = BACK_TOP_LEFT, .norm = v3tov4(VEC3_Y), .uv = { 0, 0 } };
+ vertices[16] = (static_3d_vert){ .pos = FRONT_TOP_RIGHT, .norm = v3tov4(VEC3_Y), .uv = { 1, 1 } };
+ vertices[17] = (static_3d_vert){ .pos = BACK_TOP_RIGHT, .norm = v3tov4(VEC3_Y), .uv = { 1, 0 } };
+
+ // bottom faces
+ vertices[18] = (static_3d_vert){ .pos = BACK_BOT_LEFT, .norm = v3tov4(VEC3_NEG_Y), .uv = { 0, 1 } };
+ vertices[19] = (static_3d_vert){ .pos = FRONT_BOT_RIGHT, .norm = v3tov4(VEC3_NEG_Y), .uv = { 1, 1 } };
+ vertices[20] = (static_3d_vert){ .pos = FRONT_BOT_LEFT, .norm = v3tov4(VEC3_NEG_Y), .uv = { 0, 1 } };
+ vertices[21] = (static_3d_vert){ .pos = BACK_BOT_LEFT, .norm = v3tov4(VEC3_NEG_Y), .uv = { 0, 1 } };
+ vertices[22] = (static_3d_vert){ .pos = BACK_BOT_RIGHT, .norm = v3tov4(VEC3_NEG_Y), .uv = { 1, 1 } };
+ vertices[23] = (static_3d_vert){ .pos = FRONT_BOT_RIGHT, .norm = v3tov4(VEC3_NEG_Y), .uv = { 0, 1 } };
+
+ // right faces
+ vertices[24] = (static_3d_vert){ .pos = FRONT_TOP_RIGHT, .norm = v3tov4(VEC3_X), .uv = { 0, 0 } };
+ vertices[25] = (static_3d_vert){ .pos = BACK_BOT_RIGHT, .norm = v3tov4(VEC3_X), .uv = { 1, 1 } };
+ vertices[26] = (static_3d_vert){ .pos = BACK_TOP_RIGHT, .norm = v3tov4(VEC3_X), .uv = { 1, 0 } };
+ vertices[27] = (static_3d_vert){ .pos = BACK_BOT_RIGHT, .norm = v3tov4(VEC3_X), .uv = { 1, 1 } };
+ vertices[28] = (static_3d_vert){ .pos = FRONT_TOP_RIGHT, .norm = v3tov4(VEC3_X), .uv = { 0, 0 } };
+ vertices[29] = (static_3d_vert){ .pos = FRONT_BOT_RIGHT, .norm = v3tov4(VEC3_X), .uv = { 0, 1 } };
+
+ // left faces
+ vertices[30] = (static_3d_vert){ .pos = FRONT_TOP_LEFT, .norm = v3tov4(VEC3_NEG_X), .uv = { 0, 0 } };
+ vertices[31] = (static_3d_vert){ .pos = BACK_TOP_LEFT, .norm = v3tov4(VEC3_NEG_X), .uv = { 0, 0 } };
+ vertices[32] = (static_3d_vert){ .pos = BACK_BOT_LEFT, .norm = v3tov4(VEC3_NEG_X), .uv = { 0, 0 } };
+ vertices[33] = (static_3d_vert){ .pos = BACK_BOT_LEFT, .norm = v3tov4(VEC3_NEG_X), .uv = { 0, 0 } };
+ vertices[34] = (static_3d_vert){ .pos = FRONT_BOT_LEFT, .norm = v3tov4(VEC3_NEG_X), .uv = { 0, 0 } };
+ vertices[35] = (static_3d_vert){ .pos = FRONT_TOP_LEFT, .norm = v3tov4(VEC3_NEG_X), .uv = { 0, 0 } };
+
+ return (geometry){
+ .vertex_format = static_3d_vertex_format(), .vertex_data = vertices, .has_indices = false, .indices = NULL
+ };
+} \ No newline at end of file