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-rw-r--r--source/Game/CommonVertexIndex.hpp76
1 files changed, 76 insertions, 0 deletions
diff --git a/source/Game/CommonVertexIndex.hpp b/source/Game/CommonVertexIndex.hpp
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+#pragma once
+
+#include "Color.hpp"
+#include "RcPtr.hpp"
+#include "Rect.hpp"
+#include "Texture.hpp"
+#include "VertexIndex.hpp"
+
+#include <cstdint>
+
+// Initialized in main()
+inline RcPtr<VertexFormat> gVformatStandard{};
+inline RcPtr<VertexFormat> gVformatStandardSplit{};
+
+// Suffixes:
+// - _P_osition
+// - _T_exture coordiantes
+// - _C_olor
+// - _N_ormal
+// When an number is attached to some suffix, it means there are N number of this element
+
+struct Index_U16 {
+ uint16_t value;
+
+ static void Assign(uint16_t indices[6], uint16_t startIdx);
+ static void Assign(uint16_t indices[6], uint16_t startIdx, uint16_t topLeft, uint16_t topRight, uint16_t bottomRight, uint16_t bottomLeft);
+ static void Assign(uint16_t indices[6], uint16_t topLeft, uint16_t topRight, uint16_t bottomRight, uint16_t bottomLeft);
+};
+
+struct Index_U32 {
+ uint32_t value;
+
+ static void Assign(uint32_t indices[6], uint32_t startIdx);
+ static void Assign(uint32_t indices[6], uint32_t startIdx, uint32_t topLeft, uint32_t topRight, uint32_t bottomRight, uint32_t bottomLeft);
+ static void Assign(uint32_t indices[6], uint32_t topLeft, uint32_t topRight, uint32_t bottomRight, uint32_t bottomLeft);
+};
+
+struct Vertex_PC {
+ float x, y, z;
+ uint8_t r, g, b, a;
+
+ /// Assumes the 4 vertices come in TL, TR, BR, BL order.
+ static void Assign(Vertex_PC vertices[4], const Rect<float>& rect);
+ /// Assign position in regular cartesian coordinate space (x increases from left to right, y increases from top to bottom).
+ /// Assumes the 4 vertices come in TL, TR, BR, BL order.
+ static void Assign(Vertex_PC vertices[4], glm::vec2 bottomLeft, glm::vec2 topRight);
+ /// Assumes the 4 vertices come in TL, TR, BR, BL order.
+ static void Assign(Vertex_PC vertices[4], float z);
+ /// Assumes the 4 vertices come in TL, TR, BR, BL order.
+ static void Assign(Vertex_PC vertices[4], RgbaColor color);
+};
+
+struct Vertex_PTC {
+ float x, y, z;
+ float u, v;
+ uint8_t r, g, b, a;
+
+ /// Assumes the 4 vertices come in TL, TR, BR, BL order.
+ static void Assign(Vertex_PTC vertices[4], const Rect<float>& rect);
+ /// Assign position in regular cartesian coordinate space (x increases from left to right, y increases from top to bottom).
+ /// Assumes the 4 vertices come in TL, TR, BR, BL order.
+ static void Assign(Vertex_PTC vertices[4], glm::vec2 bottomLeft, glm::vec2 topRight);
+ /// Assumes the 4 vertices come in TL, TR, BR, BL order.
+ static void Assign(Vertex_PTC vertices[4], float z);
+ /// Assumes the 4 vertices come in TL, TR, BR, BL order.
+ static void Assign(Vertex_PTC vertices[4], const Subregion& uvs);
+ /// Assumes the 4 vertices come in TL, TR, BR, BL order.
+ static void Assign(Vertex_PTC vertices[4], RgbaColor color);
+};
+
+struct Vertex_PTNC {
+ float x, y, z;
+ float nx, ny, nz;
+ float u, v;
+ uint8_t r, g, b, a;
+};