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#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
}
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