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path: root/source/30-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{};
inline RcPtr<VertexFormat> gVformatLines{};

// 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;
};