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#pragma once
#include <assert.h>
#include <stdlib.h>
#include "core.h"
#include "maths.h"
#include "render_types.h"
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 } });
vertex_darray_push(cube.vertices,
(vertex){ .position = FRONT_TOP_LEFT, .normal = VEC3_Y, .uv = (vec2){ 0 } });
vertex_darray_push(cube.vertices,
(vertex){ .position = FRONT_TOP_RIGHT, .normal = VEC3_Y, .uv = (vec2){ 0 } });
vertex_darray_push(cube.vertices,
(vertex){ .position = BACK_TOP_LEFT, .normal = VEC3_Y, .uv = (vec2){ 0 } });
vertex_darray_push(cube.vertices,
(vertex){ .position = FRONT_TOP_RIGHT, .normal = VEC3_Y, .uv = (vec2){ 0 } });
vertex_darray_push(cube.vertices,
(vertex){ .position = BACK_TOP_RIGHT, .normal = VEC3_Y, .uv = (vec2){ 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 } });
vertex_darray_push(cube.vertices,
(vertex){ .position = BACK_BOT_RIGHT, .normal = VEC3_X, .uv = (vec2){ 0 } });
vertex_darray_push(cube.vertices,
(vertex){ .position = BACK_TOP_RIGHT, .normal = VEC3_X, .uv = (vec2){ 0 } });
vertex_darray_push(cube.vertices,
(vertex){ .position = BACK_BOT_RIGHT, .normal = VEC3_X, .uv = (vec2){ 0 } });
vertex_darray_push(cube.vertices,
(vertex){ .position = FRONT_TOP_RIGHT, .normal = VEC3_X, .uv = (vec2){ 0 } });
vertex_darray_push(cube.vertices,
(vertex){ .position = FRONT_BOT_RIGHT, .normal = VEC3_X, .uv = (vec2){ 0 } });
// 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 };
}
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