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#include "primitives.h"
#include "maths.h"
// 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 };
static mesh prim_cube_mesh_create() {
mesh cube = { 0 };
cube.vertices = vertex_darray_new(36);
// // back faces
// vertex_darray_push(
// cube.vertices,
// (vertex){ .position = BACK_BOT_LEFT, .normal = VEC3_NEG_Z, .uv = (vec2){ 0, 1 } });
// vertex_darray_push(
// cube.vertices,
// (vertex){ .position = BACK_TOP_LEFT, .normal = VEC3_NEG_Z, .uv = (vec2){ 0, 0 } });
// vertex_darray_push(
// cube.vertices,
// (vertex){ .position = BACK_TOP_RIGHT, .normal = VEC3_NEG_Z, .uv = (vec2){ 1, 0 } });
// vertex_darray_push(
// cube.vertices,
// (vertex){ .position = BACK_TOP_RIGHT, .normal = VEC3_NEG_Z, .uv = (vec2){ 1, 0 } });
// vertex_darray_push(
// cube.vertices,
// (vertex){ .position = BACK_BOT_RIGHT, .normal = VEC3_NEG_Z, .uv = (vec2){ 1, 1 } });
// vertex_darray_push(
// cube.vertices,
// (vertex){ .position = BACK_BOT_LEFT, .normal = VEC3_NEG_Z, .uv = (vec2){ 0, 1 } });
// // front faces
// vertex_darray_push(
// cube.vertices,
// (vertex){ .position = FRONT_BOT_LEFT, .normal = VEC3_Z, .uv = (vec2){ 0, 1 } });
// vertex_darray_push(
// cube.vertices,
// (vertex){ .position = FRONT_TOP_RIGHT, .normal = VEC3_Z, .uv = (vec2){ 1, 0 } });
// vertex_darray_push(
// cube.vertices,
// (vertex){ .position = FRONT_TOP_LEFT, .normal = VEC3_Z, .uv = (vec2){ 0, 0 } });
// vertex_darray_push(
// cube.vertices,
// (vertex){ .position = FRONT_BOT_LEFT, .normal = VEC3_Z, .uv = (vec2){ 0, 1 } });
// vertex_darray_push(
// cube.vertices,
// (vertex){ .position = FRONT_BOT_RIGHT, .normal = VEC3_Z, .uv = (vec2){ 1, 1 } });
// vertex_darray_push(
// cube.vertices,
// (vertex){ .position = FRONT_TOP_RIGHT, .normal = VEC3_Z, .uv = (vec2){ 1, 0 } });
// // top faces
// vertex_darray_push(cube.vertices,
// (vertex){ .position = BACK_TOP_LEFT, .normal = VEC3_Y, .uv = (vec2){ 0, 0
// } });
// vertex_darray_push(
// cube.vertices,
// (vertex){ .position = FRONT_TOP_LEFT, .normal = VEC3_Y, .uv = (vec2){ 0, 1 } });
// vertex_darray_push(
// cube.vertices,
// (vertex){ .position = FRONT_TOP_RIGHT, .normal = VEC3_Y, .uv = (vec2){ 1, 1 } });
// vertex_darray_push(cube.vertices,
// (vertex){ .position = BACK_TOP_LEFT, .normal = VEC3_Y, .uv = (vec2){ 0, 0
// } });
// vertex_darray_push(
// cube.vertices,
// (vertex){ .position = FRONT_TOP_RIGHT, .normal = VEC3_Y, .uv = (vec2){ 1, 1 } });
// vertex_darray_push(
// cube.vertices,
// (vertex){ .position = BACK_TOP_RIGHT, .normal = VEC3_Y, .uv = (vec2){ 1, 0 } });
// // bottom faces
// vertex_darray_push(
// cube.vertices,
// (vertex){ .position = BACK_BOT_LEFT, .normal = VEC3_NEG_Y, .uv = (vec2){ 0 } });
// vertex_darray_push(
// cube.vertices,
// (vertex){ .position = FRONT_BOT_RIGHT, .normal = VEC3_NEG_Y, .uv = (vec2){ 0 } });
// vertex_darray_push(
// cube.vertices,
// (vertex){ .position = FRONT_BOT_LEFT, .normal = VEC3_NEG_Y, .uv = (vec2){ 0 } });
// vertex_darray_push(
// cube.vertices,
// (vertex){ .position = BACK_BOT_LEFT, .normal = VEC3_NEG_Y, .uv = (vec2){ 0 } });
// vertex_darray_push(
// cube.vertices,
// (vertex){ .position = BACK_BOT_RIGHT, .normal = VEC3_NEG_Y, .uv = (vec2){ 0 } });
// vertex_darray_push(
// cube.vertices,
// (vertex){ .position = FRONT_BOT_RIGHT, .normal = VEC3_NEG_Y, .uv = (vec2){ 0 } });
// // right faces
// vertex_darray_push(
// cube.vertices,
// (vertex){ .position = FRONT_TOP_RIGHT, .normal = VEC3_X, .uv = (vec2){ 0, 0 } });
// vertex_darray_push(
// cube.vertices,
// (vertex){ .position = BACK_BOT_RIGHT, .normal = VEC3_X, .uv = (vec2){ 1, 1 } });
// vertex_darray_push(
// cube.vertices,
// (vertex){ .position = BACK_TOP_RIGHT, .normal = VEC3_X, .uv = (vec2){ 1, 0 } });
// vertex_darray_push(
// cube.vertices,
// (vertex){ .position = BACK_BOT_RIGHT, .normal = VEC3_X, .uv = (vec2){ 1, 1 } });
// vertex_darray_push(
// cube.vertices,
// (vertex){ .position = FRONT_TOP_RIGHT, .normal = VEC3_X, .uv = (vec2){ 0, 0 } });
// vertex_darray_push(
// cube.vertices,
// (vertex){ .position = FRONT_BOT_RIGHT, .normal = VEC3_X, .uv = (vec2){ 0, 1 } });
// // left faces
// vertex_darray_push(
// cube.vertices,
// (vertex){ .position = FRONT_TOP_LEFT, .normal = VEC3_NEG_X, .uv = (vec2){ 0 } });
// vertex_darray_push(
// cube.vertices,
// (vertex){ .position = BACK_TOP_LEFT, .normal = VEC3_NEG_X, .uv = (vec2){ 0 } });
// vertex_darray_push(
// cube.vertices,
// (vertex){ .position = BACK_BOT_LEFT, .normal = VEC3_NEG_X, .uv = (vec2){ 0 } });
// vertex_darray_push(
// cube.vertices,
// (vertex){ .position = BACK_BOT_LEFT, .normal = VEC3_NEG_X, .uv = (vec2){ 0 } });
// vertex_darray_push(
// cube.vertices,
// (vertex){ .position = FRONT_BOT_LEFT, .normal = VEC3_NEG_X, .uv = (vec2){ 0 } });
// vertex_darray_push(
// cube.vertices,
// (vertex){ .position = FRONT_TOP_LEFT, .normal = VEC3_NEG_X, .uv = (vec2){ 0 } });
// cube.indices_len = cube.vertices->len;
// cube.indices = malloc(sizeof(u32) * cube.indices_len);
// for (u32 i = 0; i < cube.indices_len; i++) {
// cube.indices[i] = i;
// }
cube.has_indices = true;
return cube;
}
/** @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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