pxl8/src/gfx/pxl8_mesh.h

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#pragma once
#include "pxl8_math.h"
#include "pxl8_types.h"
#ifdef __cplusplus
extern "C" {
#endif
#define PXL8_MESH_MAX_VERTICES 65536
#define PXL8_MESH_MAX_INDICES 65536
typedef enum pxl8_blend_mode {
PXL8_BLEND_OPAQUE = 0,
PXL8_BLEND_ALPHA_TEST,
PXL8_BLEND_ALPHA,
PXL8_BLEND_ADDITIVE,
} pxl8_blend_mode;
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typedef struct pxl8_gfx_material {
char name[16];
pxl8_vec3 u_axis;
pxl8_vec3 v_axis;
f32 u_offset;
f32 v_offset;
u32 texture_id;
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u32 lightmap_id;
u8 alpha;
u8 blend_mode;
bool dither;
bool double_sided;
bool dynamic_lighting;
bool per_pixel;
bool vertex_color_passthrough;
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bool wireframe;
f32 emissive_intensity;
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} pxl8_gfx_material;
typedef struct pxl8_vertex {
pxl8_vec3 position;
pxl8_vec3 normal;
f32 u, v;
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f32 lu, lv;
u8 color;
u8 light;
u8 _pad[2];
} pxl8_vertex;
typedef struct pxl8_mesh {
pxl8_vertex* vertices;
u16* indices;
u32 vertex_count;
u32 index_count;
u32 vertex_capacity;
u32 index_capacity;
} pxl8_mesh;
pxl8_mesh* pxl8_mesh_create(u32 vertex_capacity, u32 index_capacity);
void pxl8_mesh_destroy(pxl8_mesh* mesh);
void pxl8_mesh_clear(pxl8_mesh* mesh);
u16 pxl8_mesh_push_vertex(pxl8_mesh* mesh, pxl8_vertex v);
void pxl8_mesh_push_triangle(pxl8_mesh* mesh, u16 i0, u16 i1, u16 i2);
void pxl8_mesh_push_quad(pxl8_mesh* mesh, u16 i0, u16 i1, u16 i2, u16 i3);
void pxl8_mesh_push_box(pxl8_mesh* mesh, pxl8_vec3 center, pxl8_vec3 half_extents, u8 color);
void pxl8_mesh_push_box_uv(pxl8_mesh* mesh, pxl8_vec3 center, pxl8_vec3 half_extents, u8 color, f32 u_scale, f32 v_scale);
static inline u32 pxl8_mesh_triangle_count(const pxl8_mesh* mesh) {
return mesh->index_count / 3;
}
#ifdef __cplusplus
}
#endif