fixing stuff

This commit is contained in:
Daniel Ledda
2025-01-03 19:21:18 +01:00
parent 3430b4e69a
commit 256292c20d
47 changed files with 3401 additions and 6901 deletions

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@@ -1,11 +1,8 @@
#include <cstdint>
#include <glm/ext/vector_float3.hpp>
#include <string>
#include <math.h>
#include <iostream>
#include "Color.h"
#include "../lib/djstdlib/core.h"
auto hue_to_rgb(float p, float q, float t) -> float {
real32 hue_to_rgb(float p, float q, float t) {
if (t < 0) {
t += 1;
} else if (t > 1) {
@@ -17,7 +14,7 @@ auto hue_to_rgb(float p, float q, float t) -> float {
return p;
};
auto hsl_to_hex(float h, float s, float l) -> glm::vec3 {
glm::vec3 hsl_to_hex(real32 h, real32 s, real32 l) {
h /= 360;
s /= 100;
l /= 100;
@@ -34,7 +31,7 @@ auto hsl_to_hex(float h, float s, float l) -> glm::vec3 {
return glm::vec3(r, g, b);
}
auto Color::color_from_index(int index) -> glm::vec3 {
glm::vec3 color_from_index(int index) {
auto color_wheel_cycle = floorf(index / 6.0f);
auto darkness_cycle = floorf(index / 12.0f);
auto spacing = (360.0f / 6.0f);

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@@ -1,5 +1,3 @@
#include <glm/ext/vector_float3.hpp>
namespace Color {
auto color_from_index(int index) -> glm::vec3;
};
glm::vec3 color_from_index(int index);

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@@ -1,43 +0,0 @@
fn hue_to_rgb(p: f32, q: f32, t: f32) f32 {
if (t < 0) {
t += 1;
} else if (t > 1) {
t -= 1;
}
if (t < 1.0 / 6) return p + (q - p) * 6 * t;
if (t < 1.0 / 2) return q;
if (t < 2.0 / 3) return p + (q - p) * (2.0 / 3 - t) * 6;
return p;
}
fn hsl_to_hex(h: f32, s: f32, l: f32) @Vector(3, f32) {
h /= 360;
s /= 100;
l /= 100;
const r: f32;
const g: f32;
const b: f32;
if (s == 0) {
r = l;
g = l;
b = l;
} else {
const q = if (l < 0.5) l * (1 + s) else l + s - l * s;
const p = 2 * l - q;
r = hue_to_rgb(p, q, h + 1.0 / 3);
g = hue_to_rgb(p, q, h);
b = hue_to_rgb(p, q, h - 1.0 / 3);
}
return @Vector(3, f32){ r, g, b };
}
pub fn color_from_index(index: i32) @Vector(3, f32) {
const color_wheel_cycle = @floor(index / 6.0);
const darkness_cycle = @floor(index / 12.0);
const spacing = (360.0 / 6.0);
const offset = if (color_wheel_cycle == 0) 0 else spacing / (color_wheel_cycle + 2);
const hue = spacing * (index % 6) + offset;
const saturation = 100.0f;
const lightness = 1.0f / (2 + darkness_cycle) * 100;
return hsl_to_hex(hue, saturation, lightness);
}

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@@ -1,6 +1,6 @@
#include <iostream>
#include "Mesh.h"
#include "loaders/tinyobj.h"
#include "../lib/loaders/tinyobj.h"
auto Mesh::init(const char* obj_file) -> void {
auto reader = tinyobj::ObjReader();

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@@ -1,7 +1,7 @@
#ifndef LEDDA_MESH_H
#define LEDDA_MESH_H
#include "glad/glad.h"
#include "../lib/glad/glad.h"
#include "geometry.h"
struct Mesh {
@@ -11,8 +11,8 @@ struct Mesh {
unsigned int vbo_norm;
unsigned int ebo;
unsigned int num_indices;
auto init(const char* obj_file) -> void;
auto init(const LeddaGeometry::Shape* shape) -> void;
void init(const char* obj_file);
void init(const Shape* shape);
};
#endif

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@@ -1,94 +0,0 @@
const std = @import("std");
const c = @import("../c.zig");
const djleddaGeom = @import("djleddaGeom.zig");
pub const Mesh = struct {
vao: c_uint,
vbo_xyz: c_uint,
vbo_uv: c_uint,
vbo_norm: c_uint,
ebo: c_uint,
num_indices: c_uint,
pub fn from_shape(shape: *const djleddaGeom.Shape) void {
const mesh = Mesh{};
mesh.num_indices = shape.indices.len;
c.glGenVertexArrays(1, &mesh.vao);
c.glGenBuffers(1, &mesh.vbo_xyz);
c.glGenBuffers(1, &mesh.vbo_uv);
c.glGenBuffers(1, &mesh.ebo);
c.glBindVertexArray(mesh.vao);
c.glBindBuffer(c.GL_ARRAY_BUFFER, mesh.vbo_xyz);
c.glBufferData(c.GL_ARRAY_BUFFER, shape.xyz.ptr * @sizeOf(float), shape.xyz, c.GL_STATIC_DRAW);
c.glVertexAttribPointer(0, 3, c.GL_FLOAT, c.GL_FALSE, 3 * @sizeOf(f32), @as(*void, 0));
c.glEnableVertexAttribArray(0);
c.glBindBuffer(c.GL_ARRAY_BUFFER, mesh.vbo_uv);
c.glBufferData(c.GL_ARRAY_BUFFER, shape.uv.ptr * @sizeOf(f32), shape.uv, c.GL_STATIC_DRAW);
c.glVertexAttribPointer(1, 2, c.GL_FLOAT, c.GL_FALSE, 2 * @sizeOf(f32), @as(*void, 0));
c.glEnableVertexAttribArray(1);
c.glBindBuffer(c.GL_ELEMENT_ARRAY_BUFFER, mesh.ebo);
c.glBufferData(c.GL_ELEMENT_ARRAY_BUFFER, shape.indices.len * @sizeOf(c_uint), shape.indices.ptr, c.GL_STATIC_DRAW);
}
// pub fn init(obj_file: *[]const u8) void {
// const reader = c.tinyobj.ObjReader();
// const success = reader.ParseFromFile(obj_file);
// std.debug.print("{}\n", .{reader.Error()});
//
// const attrib = reader.GetAttrib();
//
// const indices_t = reader.GetShapes().at(0).mesh.indices;
// const indices = ArrayList(c_uint)(indices_t.size());
//
// const vertices = ArrayList()(3*indices_t.size());
// const normals = ArrayList()(3*indices_t.size());
// const texcoords = ArrayList()(2*indices_t.size());
//
// for (int i = 0; i < indices_t.size(); i++) {
// const vertex_data = indices_t[i];
// vertices[3*i] = attrib.vertices[3*vertex_data.vertex_index];
// vertices[3*i+1] = attrib.vertices[3*vertex_data.vertex_index + 1];
// vertices[3*i+2] = attrib.vertices[3*vertex_data.vertex_index + 2];
//
// normals[3*i] = attrib.normals[3*vertex_data.normal_index];
// normals[3*i+1] = attrib.normals[3*vertex_data.normal_index + 1];
// normals[3*i+2] = attrib.normals[3*vertex_data.normal_index + 2];
//
// texcoords[2*i] = attrib.texcoords[2*vertex_data.texcoord_index];
// texcoords[2*i+1] = attrib.texcoords[2*vertex_data.texcoord_index + 1];
//
// indices[i] = i;
// }
//
// num_indices = indices_t.size();
// glGenVertexArrays(1, &vao);
// glGenBuffers(1, &vbo_xyz);
// glGenBuffers(1, &vbo_uv);
// glGenBuffers(1, &vbo_norm);
// //glGenBuffers(1, &ebo);
//
// glBindVertexArray(vao);
//
// glBindBuffer(GL_ARRAY_BUFFER, vbo_xyz);
// glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(float), vertices.data(), GL_STATIC_DRAW);
// glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
// glEnableVertexAttribArray(0);
//
// glBindBuffer(GL_ARRAY_BUFFER, vbo_uv);
// glBufferData(GL_ARRAY_BUFFER, texcoords.size() * sizeof(float), texcoords.data(), GL_STATIC_DRAW);
// glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0);
// glEnableVertexAttribArray(1);
//
// glBindBuffer(GL_ARRAY_BUFFER, vbo_norm);
// glBufferData(GL_ARRAY_BUFFER, normals.size() * sizeof(float), normals.data(), GL_STATIC_DRAW);
// glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
// glEnableVertexAttribArray(2);
//
// //glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
// //glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), indices.data(), GL_STATIC_DRAW);
// }
};

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@@ -1,81 +0,0 @@
#ifndef ORBIT_CONTROLS_H
#define ORBIT_CONTROLS_H
#include "glad/glad.h"
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include "loaders/stb_image.h"
constexpr auto ROTATION_FACTOR = 1.0f / 200.0f;
struct Point {
float x;
float y;
};
class OrbitControls {
private:
bool dragging;
bool hovered;
bool scrolling;
bool flyingEnabled;
float lastX;
float lastY;
Point lastScroll1;
Point lastScroll2;
glm::vec3 y_axis;
glm::vec3 x_axis;
glm::vec3 start;
Entity* orbited_object;
OrbitControls(Entity* orbited, Camera* camera) {
camera = camera;
orbited_object = orbited;
y_axis = orbited_object.worldToLocal(camera.up);
x_axis = orbited_object.position.sub(camera.position);
x_axis /= sqrt(pow(x_axis.x) + pow(x_axis.y, 2) + pow(x_axis.z, 2));
x_axis = glm::cross(x_axis, y_axis);
start = orbited_object.rotation;
this.element.addEventListener('wheel', (ev) => this.handleScroll(ev));
this.element.addEventListener('mouseover', () => this.hovered = true);
this.element.addEventListener('mouseout', () => this.hovered = false);
this.element.addEventListener('mousedown', (ev) => this.handleMouseDown(ev));
window.addEventListener('mousemove', (ev) => this.handleMove(ev));
window.addEventListener('mouseup', () => this.dragging = false);
}
on_mouse_down(event) {
if (event.button === 1) {
this.object.setRotationFromEuler(this.start);
}
if (!this.dragging) {
this.lastX = event.x;
this.lastY = event.y;
this.dragging = true;
}
}
on_mouse_move(event) {
if (dragging) {
auto x_diff = event.movementX * ROTATION_FACTOR;
auto y_diff = event.movementY * ROTATION_FACTOR;
glm::rotate(&orbited_object, x_diff, &y_axis);
//rotate on world axis ???
glm::rotate(&orbited_object, y_diff &x_axis);
}
}
on_scroll(event) {
if (this.flyingEnabled && this.hovered) {
for (const fliable of this.fliables) {
const direction = event.deltaY / Math.abs(event.deltaY);
fliable.flyBy(direction / 10);
}
}
}
}
#endif

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@@ -1,43 +1,42 @@
#include "glad/glad.h"
#include <array>
#include <string>
#include <fstream>
#include <sstream>
#include <iostream>
#include "Shader.h"
#include "../lib/djstdlib/core.h"
#include "../lib/glad/glad.h"
enum ShaderType {
fragment=GL_FRAGMENT_SHADER,
vertex=GL_VERTEX_SHADER,
};
auto create_shader(const char* file_path, ShaderType shader_type, char* info_log) -> unsigned int {
uint32 create_shader(const char* file_path, ShaderType shader_type, char* info_log) {
std::stringstream shader_stream;
std::ifstream shader_file;
shader_file.open(file_path);
shader_stream << shader_file.rdbuf();
shader_file.close();
auto shader_string = shader_stream.str();
const auto shader_code = shader_string.c_str();
std::string string = shader_stream.str();
const char *shader_code = string.c_str();
auto vertex_shader = glCreateShader(shader_type);
GLuint vertex_shader = glCreateShader(shader_type);
glShaderSource(vertex_shader, 1, &shader_code, NULL);
glCompileShader(vertex_shader);
int success;
glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(vertex_shader, 512, NULL, info_log);
auto shader_type_name = shader_type == ShaderType::fragment ? "FRAGMENT" : "VERTEX";
const char* shader_type_name = shader_type == ShaderType::fragment ? "FRAGMENT" : "VERTEX";
std::cout << "ERROR::SHADER::" << shader_type_name << "::COMPILATION_FAILED\n" << info_log << std::endl;
}
return vertex_shader;
}
auto Shader::init(const char* vertex_path, const char* fragment_path) -> void {
auto info_log = std::array<char, 512>();
auto vertex_shader = create_shader(vertex_path, ShaderType::vertex, info_log.data());
auto fragment_shader = create_shader(fragment_path, ShaderType::fragment, info_log.data());
void Shader::init(const char* vertex_path, const char* fragment_path) {
char info_log[512] = {0};
uint32 vertex_shader = create_shader(vertex_path, ShaderType::vertex, info_log);
uint32 fragment_shader = create_shader(fragment_path, ShaderType::fragment, info_log);
prog_id = glCreateProgram();
glAttachShader(prog_id, vertex_shader);
@@ -47,8 +46,8 @@ auto Shader::init(const char* vertex_path, const char* fragment_path) -> void {
int success;
glGetProgramiv(prog_id, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(prog_id, 512, NULL, info_log.data());
std::cout << "ERROR::SHADER::PROGRAM::LINK_FAILED\n" << info_log.data() << std::endl;
glGetProgramInfoLog(prog_id, 512, NULL, info_log);
std::cout << "ERROR::SHADER::PROGRAM::LINK_FAILED\n" << info_log << std::endl;
}
glDeleteShader(vertex_shader);

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@@ -3,7 +3,7 @@
struct Shader {
unsigned int prog_id;
auto init(const char* vertex_path, const char* fragment_path) -> void;
void init(const char* vertex_path, const char* fragment_path);
};
#endif

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@@ -1,56 +0,0 @@
const c = @import("../c.zig");
const std = @import("std");
const ShaderType = enum(u32) {
fragment = c.GL_FRAGMENT_SHADER,
vertex = c.GL_VERTEX_SHADER,
};
fn create_shader(file_path: []const u8, shader_type: ShaderType, info_log: *[]const u8, allocator: *std.mem.Allocator) c_uint {
const file = try std.fs.openFileAbsolute(file_path);
const file_reader = file.reader(file);
const shader_code = std.ArrayList(u8);
shader_code.initCapacity(allocator, 1024);
defer allocator.free(shader_code);
file_reader.readAllArrayList(shader_code, 1024 * 1024);
const vertex_shader = c.glCreateShader(shader_type);
c.glShaderSource(vertex_shader, 1, &shader_code.items, c.NULL);
c.glCompileShader(vertex_shader);
const success: i32 = undefined;
c.glGetShaderiv(vertex_shader, c.GL_COMPILE_STATUS, &success);
if (success != 0) {
c.glGetShaderInfoLog(vertex_shader, 512, c.NULL, info_log);
const shader_type_name = if (shader_type == ShaderType.fragment) "FRAGMENT" else "VERTEX";
std.debug.print("ERROR::SHADER::{}::COMPILATION_FAILED\n{}\n", .{ shader_type_name, info_log });
}
return vertex_shader;
}
const Shader = struct {
prog_id: c_uint,
pub fn init(self: Shader, vertex_path: *[]const u8, fragment_path: *[]const u8, allocator: *std.mem.Allocator) void {
const info_log = [512]u8{};
const vertex_shader = create_shader(vertex_path, ShaderType.vertex, &info_log, allocator);
const fragment_shader = create_shader(fragment_path, ShaderType.fragment, &info_log, allocator);
self.prog_id = c.glCreateProgram();
c.glAttachShader(self.prog_id, vertex_shader);
c.glAttachShader(self.prog_id, fragment_shader);
c.glLinkProgram(self.prog_id);
const success: c_uint = undefined;
c.glGetProgramiv(self.prog_id, c.GL_LINK_STATUS, &success);
if (!success) {
c.glGetProgramInfoLog(self.prog_id, 512, c.NULL, &info_log);
std.debug.print("ERROR::SHADER::PROGRAM::LINK_FAILED\n{}\n", .{info_log});
}
c.glDeleteShader(vertex_shader);
c.glDeleteShader(fragment_shader);
}
};

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@@ -1,9 +1,9 @@
#include "Texture.h"
#include <iostream>
#include "loaders/stb_image.h"
#include "glad/glad.h"
#include "../lib/loaders/stb_image.h"
#include "../lib/glad/glad.h"
auto Texture::init(const char* source_path) -> void {
void Texture::init(const char* source_path) {
glGenTextures(1, &tex_id);
glBindTexture(GL_TEXTURE_2D, tex_id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
@@ -12,7 +12,7 @@ auto Texture::init(const char* source_path) -> void {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
int nr_channels;
auto data = stbi_load(source_path, &width, &height, &nr_channels, 0);
stbi_uc *data = stbi_load(source_path, &width, &height, &nr_channels, 0);
if (data) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);

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@@ -5,7 +5,7 @@ struct Texture {
unsigned int tex_id;
int width;
int height;
auto init(const char* source_path) -> void;
void init(const char* source_path);
};
#endif

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@@ -1,57 +0,0 @@
// Buffer layout:
// X, Y, Z, U, V
pub const Shape = struct {
indices: []c_uint,
uv: []f32,
xyz: []f32,
};
const triangle_vertices = []f32{
-0.5, -0.5, 0.0, 1.0, 1.0,
0.5, -0.5, 0.0, 0.5, 0.5,
0.0, 0.5, 0.0, 0.0, 0.0,
};
const triangle_indices = []c_uint{ 0, 1, 2 };
const cube_vertices = []f32{ -0.5, -0.5, -0.5, 0.0, 0.0, 0.5, -0.5, -0.5, 1.0, 0.0, 0.5, 0.5, -0.5, 1.0, 1.0, 0.5, 0.5, -0.5, 1.0, 1.0, -0.5, 0.5, -0.5, 0.0, 1.0, -0.5, -0.5, -0.5, 0.0, 0.0, -0.5, -0.5, 0.5, 0.0, 0.0, 0.5, -0.5, 0.5, 1.0, 0.0, 0.5, 0.5, 0.5, 1.0, 1.0, 0.5, 0.5, 0.5, 1.0, 1.0, -0.5, 0.5, 0.5, 0.0, 1.0, -0.5, -0.5, 0.5, 0.0, 0.0, -0.5, 0.5, 0.5, 1.0, 0.0, -0.5, 0.5, -0.5, 1.0, 1.0, -0.5, -0.5, -0.5, 0.0, 1.0, -0.5, -0.5, -0.5, 0.0, 1.0, -0.5, -0.5, 0.5, 0.0, 0.0, -0.5, 0.5, 0.5, 1.0, 0.0, 0.5, 0.5, 0.5, 1.0, 0.0, 0.5, 0.5, -0.5, 1.0, 1.0, 0.5, -0.5, -0.5, 0.0, 1.0, 0.5, -0.5, -0.5, 0.0, 1.0, 0.5, -0.5, 0.5, 0.0, 0.0, 0.5, 0.5, 0.5, 1.0, 0.0, -0.5, -0.5, -0.5, 0.0, 1.0, 0.5, -0.5, -0.5, 1.0, 1.0, 0.5, -0.5, 0.5, 1.0, 0.0, 0.5, -0.5, 0.5, 1.0, 0.0, -0.5, -0.5, 0.5, 0.0, 0.0, -0.5, -0.5, -0.5, 0.0, 1.0, -0.5, 0.5, -0.5, 0.0, 1.0, 0.5, 0.5, -0.5, 1.0, 1.0, 0.5, 0.5, 0.5, 1.0, 0.0, 0.5, 0.5, 0.5, 1.0, 0.0, -0.5, 0.5, 0.5, 0.0, 0.0, -0.5, 0.5, -0.5, 0.0, 1.0 };
const cube_indices = []c_uint{ 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31 };
const square_xyz = []f32{
0.5, 0.5, 0.0,
0.5, -0.5, 0.0,
-0.5, -0.5, 0.0,
-0.5, 0.5, 0.0,
};
const square_uv = []f32{
1.0, 1.0,
1.0, 0.0,
0.0, 0.0,
0.0, 1.0,
};
const square_indices = []c_uint{
0, 1, 3,
1, 2, 3,
};
pub const TRIANGLE = Shape{
.indices = triangle_indices,
.uv = triangle_vertices,
.xyz = triangle_vertices,
};
pub const SQUARE = Shape{
.indices = square_indices,
.uv = square_uv,
.xyz = square_xyz,
};
pub const CUBE = Shape{
.indices = cube_indices,
.uv = triangle_vertices,
.xyz = triangle_vertices,
};

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@@ -1,20 +1,20 @@
#include <array>
#include "geometry.h"
#include "../lib/djstdlib/core.h"
// Buffer layout:
// X, Y, Z, U, V
auto triangle_vertices = std::to_array<float>({
real32 triangle_vertices[] = {
-0.5f, -0.5f, 0.0f, 1.0f, 1.0f,
0.5f, -0.5f, 0.0f, 0.5f, 0.5f,
0.0f, 0.5f, 0.0f, 0.0f, 0.0f,
});
};
auto triangle_indices = std::to_array<unsigned int>({
uint32 triangle_indices[] = {
0, 1, 2
});
};
auto cube_vertices = std::to_array<float>({
real32 cube_vertices[] = {
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
@@ -56,57 +56,55 @@ auto cube_vertices = std::to_array<float>({
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f
});
};
auto cube_indices = std::to_array<unsigned int>({
uint32 cube_indices[] = {
0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16,
17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31
});
};
auto square_xyz = std::to_array<float>({
real32 square_xyz[] = {
0.5f, 0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
-0.5f, -0.5f, 0.0f,
-0.5f, 0.5f, 0.0f,
});
};
auto square_uv = std::to_array<float>({
real32 square_uv[] = {
1.0f, 1.0f,
1.0f, 0.0f,
0.0f, 0.0f,
0.0f, 1.0f,
});
};
auto square_indices = std::to_array<unsigned int>({
uint32 square_indices[] = {
0, 1, 3,
1, 2, 3,
});
};
namespace LeddaGeometry {
const Shape TRIANGLE = {
.indices = triangle_indices.data(),
.indices_size = sizeof(triangle_indices),
.uv = triangle_vertices.data(),
.uv_size = sizeof(triangle_vertices),
.xyz = triangle_vertices.data(),
.xyz_size = sizeof(triangle_vertices),
};
const Shape TRIANGLE = {
.indices = triangle_indices,
.indices_size = ArrayCount(triangle_indices),
.uv = triangle_vertices,
.uv_size = ArrayCount(triangle_vertices),
.xyz = triangle_vertices,
.xyz_size = ArrayCount(triangle_vertices),
};
const Shape SQUARE = {
.indices = square_indices.data(),
.indices_size = square_indices.size(),
.uv = square_uv.data(),
.uv_size = square_uv.size(),
.xyz = square_xyz.data(),
.xyz_size = square_xyz.size(),
};
const Shape SQUARE = {
.indices = square_indices,
.indices_size = ArrayCount(square_indices),
.uv = square_uv,
.uv_size = ArrayCount(square_uv),
.xyz = square_xyz,
.xyz_size = ArrayCount(square_xyz),
};
const Shape CUBE = {
.indices = cube_indices.data(),
.indices_size = cube_indices.size(),
.uv = triangle_vertices.data(),
.uv_size = triangle_vertices.size(),
.xyz = triangle_vertices.data(),
.xyz_size = triangle_vertices.size(),
};
}
const Shape CUBE = {
.indices = cube_indices,
.indices_size = ArrayCount(cube_indices),
.uv = triangle_vertices,
.uv_size = ArrayCount(triangle_vertices),
.xyz = triangle_vertices,
.xyz_size = ArrayCount(triangle_vertices),
};

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@@ -1,20 +1,18 @@
#ifndef LEDDA_GEOMETRY_H
#define LEDDA_GEOMETRY_H
#include <cstddef>
#include <stddef.h>
namespace LeddaGeometry {
struct Shape {
unsigned int* indices;
size_t indices_size;
float* uv;
size_t uv_size;
float* xyz;
size_t xyz_size;
};
extern const Shape TRIANGLE;
extern const Shape SQUARE;
extern const Shape CUBE;
}
struct Shape {
unsigned int* indices;
size_t indices_size;
float* uv;
size_t uv_size;
float* xyz;
size_t xyz_size;
};
extern const Shape TRIANGLE;
extern const Shape SQUARE;
extern const Shape CUBE;
#endif