diff options
Diffstat (limited to 'src/maths/primitives.c')
-rw-r--r-- | src/maths/primitives.c | 71 |
1 files changed, 60 insertions, 11 deletions
diff --git a/src/maths/primitives.c b/src/maths/primitives.c index 3931b93..b6b5784 100644 --- a/src/maths/primitives.c +++ b/src/maths/primitives.c @@ -1,5 +1,6 @@ #include "primitives.h" #include "colours.h" +#include "log.h" #include "maths.h" #include "ral_types.h" #include "render_types.h" @@ -49,6 +50,12 @@ static const vec3 FRONT_TOP_RIGHT = (vec3){ 1, 1, 1 }; vertex_darray_push(arr, v); \ } +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); +} + geometry_data geo_create_cuboid(f32x3 extents) { /* static mesh prim_cube_mesh_create() { */ vertex_darray* vertices = vertex_darray_new(36); @@ -135,8 +142,8 @@ geometry_data geo_create_cuboid(f32x3 extents) { vec3 spherical_to_cartesian_coords(f32 rho, f32 theta, f32 phi) { f32 x = rho * sin(phi) * cos(theta); - f32 y = rho * sin(phi) * sin(theta); - f32 z = rho * cos(phi); + f32 y = rho * cos(phi); + f32 z = rho * sin(phi) * sin(theta); return vec3(x, y, z); } @@ -151,22 +158,25 @@ geometry_data geo_create_uvsphere(f32 radius, u32 north_south_lines, u32 east_we // for each vertex we must convert that to a cartesian R3 coordinate // Top point - vertex top = { .static_3d = { .position = vec3(0, 0, radius), - .normal = vec3(0, 0, radius), + vertex top = { .static_3d = { .position = vec3(0, radius, 0), + .normal = 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 * ((i + 1) / east_west_lines); + 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 * (j / north_south_lines); + f32 theta = TAU * ((f32)j / (f32)north_south_lines); vec3 position = spherical_to_cartesian_coords(radius, theta, phi); f32 d = vec3_len(position); - assert(d == radius); // all points on the sphere should be 'radius' away from the origin + // 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 = position, // normal vector on sphere is same as position @@ -177,14 +187,53 @@ geometry_data geo_create_uvsphere(f32 radius, u32 north_south_lines, u32 east_we } // Bottom point - vertex bot = { .static_3d = { .position = vec3(0, 0, -radius), - .normal = vec3(0, 0, -radius), + vertex bot = { .static_3d = { .position = vec3(0, -radius, 0), + .normal = vec3(0, -radius, 0), .tex_coords = vec2(0, 0) } }; + vertex_darray_push(vertices, bot); - // TODO: generate indices for for each flat quad on the UV sphere and triangles - // where they meet the north and south poles 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, i1, i2); + 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, i1, i2); + 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, i2, i1, i3); + } + } + geometry_data geo = { .format = VERTEX_STATIC_3D, .vertices = vertices, |