--- /dev/null
+#include "vg/vg_build.h"
+#include "vg/vg_build_utils_shader.h"
+
+void s_lab_physics(void){
+ vg_info( "running script: s_lab_physics(void)\n" );
+ vg_build.fresh = 0;
+ vg_build.platform = k_platform_linux;
+ vg_build.arch = k_architecture_x86_64;
+ vg_build.compiler = k_compiler_clang;
+ vg_build.libc = k_libc_version_native;
+
+ vg_build_new( "physics" );
+ vg_add_source( "physics.c" );
+ vg_add_graphics();
+ vg_add_game_stuff();
+ vg_compile( "physics" );
+ vg_success( "Completed 1/1\n" );
+}
+
+int main( int argc, char *argv[] ){
+ char *arg;
+ while( vg_argp( argc, argv ) ){
+ if( vg_long_opt( "physics" ) )
+ s_lab_physics();
+
+ if( vg_opt('r') )
+ vg_build.optimization = 3;
+ }
+
+ if( vg_build.warnings )
+ vg_warn( "Finished with %u warnings\n", vg_build.warnings );
+ else
+ vg_success( "All scripts ran successfully\n" );
+}
--- /dev/null
+clang -fsanitize=address -O0 -I./vg build.c -o /tmp/tmpsr && /tmp/tmpsr $@
--- /dev/null
+#define VG_GAME
+#define VG_AUDIO_FORCE_COMPRESSED
+#define VG_3D
+#define VG_LOG_SOURCE_INFO
+#define VG_TIMESTEP_FIXED (1.0/60.0)
+
+#ifndef VG_RELEASE
+ #define VG_DEVWINDOW
+#endif
+
+#define SDL_MAIN_HANDLED
+
+#include "vg/vg.h"
+#include "vg/vg_camera.h"
+
+int main( int argc, char *argv[] ){
+ vg_mem.use_libc_malloc = 0;
+ vg_set_mem_quota( 80*1024*1024 );
+ vg_enter( argc, argv, "Voyager Game Engine" );
+ return 0;
+}
+
+static void vg_launch_opt(void){
+ const char *arg;
+}
+
+static void vg_preload(void){
+ vg_audio.dsp_enabled = 0;
+}
+
+static void vg_load(void){
+ vg_bake_shaders();
+}
+
+static void vg_pre_update(void){
+}
+
+static void vg_fixed_update(void){
+}
+
+static void vg_post_update(void){
+}
+
+static void vg_framebuffer_resize( int w, int h ){
+}
+
+static void draw_origin_axis(void){
+ vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 1.0f, 0.0f, 0.0f }, 0xffff0000 );
+ vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 1.0f, 0.0f }, 0xff00ff00 );
+ vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 0.0f, 1.0f }, 0xff0000ff );
+}
+
+static void vg_render(void){
+ glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+ glViewport( 0,0, vg.window_x, vg.window_y );
+ glEnable( GL_DEPTH_TEST );
+ glDisable( GL_BLEND );
+
+ glClearColor( 0.05f, 0.05f, 0.05f, 1.0f );
+ glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
+
+ f32 x = -((f32)vg.mouse_pos[0] / (f32)vg.window_x) * VG_TAUf,
+ y = (((f32)vg.mouse_pos[1] / (f32)vg.window_y) - 0.5f)*VG_PIf;
+
+ f32 t = vg.time * 0.1f * VG_TAUf;
+
+ vg_camera cam = {
+ .angles = { -x, y, 0 },
+ .nearz = 0.01f,
+ .farz = 500.0f,
+ .fov = 90.0f,
+ .pos = { sinf(x)*10.0f*cosf(y),
+ sinf(y)*10.0f,
+ cosf(x)*10.0f*cosf(y) },
+ };
+
+ vg_camera_update_transform( &cam );
+ vg_camera_update_view( &cam );
+ vg_camera_update_projection( &cam );
+ vg_camera_finalize( &cam );
+ m4x4_copy( cam.mtx.pv, vg.pv );
+
+ m4x3f mdl;
+ m4x3_identity( mdl );
+
+ vg_rb_view_bind();
+ vg_rb_view_capsule( mdl, (sinf(t*0.2f)*0.5f+0.55f)*2.0f,
+ (sinf(t*0.33f)*0.5f+0.55f)*1.0f,
+ (v4f){1,0,0,1} );
+ vg_rb_view_box( mdl, (boxf){{-4.999,-2.001,-4.999},{4.999,-0.999,4.999}},
+ (v4f){0.8f,0.8f,0.8f,1} );
+
+ mdl[3][0] = sinf(t)*2.0f;
+ mdl[3][2] = cosf(t)*2.0f;
+ vg_rb_view_sphere( mdl, 1, (v4f){0,1,0,1} );
+
+ draw_origin_axis();
+ vg_lines_drawall();
+
+ glDisable(GL_DEPTH_TEST);
+}
+
+static void vg_gui(void){
+ vg_ui.wants_mouse = 1;
+}
--- /dev/null
+..
\ No newline at end of file
+++ /dev/null
-#include "../vg_platform.h"
-
-
-struct yo
-{
- float a, b, c, d;
-};
-
-int main( int argc, const char *argv[] )
-{
- struct yo yo = { 300.324, 2023.334, -324.1232, 30.494 };
- printf( "{%f %f %f %f}\n", yo.a, yo.b, yo.c, yo.d );
-
- char text[ sizeof(yo)*2 ];
- vg_bin_str( &yo, text, sizeof(yo) );
-
- printf( "encoded: %.*s\n", (int)(sizeof(yo)*2), text );
-
- vg_str_bin( text, &yo, sizeof(yo)*2 );
-
- printf( "{%f %f %f %f}\n", yo.a, yo.b, yo.c, yo.d );
-}
#include "vg_input.h"
#include "vg_imgui.h"
#include "vg_lines.h"
+#include "vg_rigidbody_view.h"
#include "vg_loader.h"
#include "vg_opt.h"
#include "vg_settings_menu.h"
/* internal */
vg_loader_step( vg_input_init, vg_input_free );
vg_loader_step( vg_lines_init, NULL );
+ vg_loader_step( vg_rb_view_init, NULL );
#ifndef VG_NO_AUDIO
vg_loader_step( vg_audio_init, vg_audio_free );
#endif
vg.engine_stage = k_engine_stage_update_fixed;
vg.fixed_iterations = 0;
- vg_lines.allow_input = 1;
+ vg_lines.enabled = vg_lines.render;
vg.time_fixed_accumulator += vg.time_delta;
while( vg.time_fixed_accumulator >= VG_TIMESTEP_FIXED ){
vg_fixed_update();
- vg_lines.allow_input = 0;
+ vg_lines.enabled = 0;
vg.time_fixed_accumulator -= VG_TIMESTEP_FIXED;
vg.fixed_iterations ++;
break;
}
}
- vg_lines.allow_input = 1;
+ vg_lines.enabled = vg_lines.render;
vg.time_fixed_extrapolate = vg.time_fixed_accumulator / VG_TIMESTEP_FIXED;
vg.engine_stage = k_engine_stage_update;
#include <unistd.h>
#include <time.h>
+#include "vg.h"
+#include "vg_opt.h"
#include "vg_log.h"
/* we dont free dynamic vg_strs in this program. so, we dont care.. */
u32 optimization,
warnings;
bool fresh,
- debug_asan;
+ debug_asan,
+ build_times;
enum platform {
k_platform_anyplatform,
--- /dev/null
+#pragma once
+#include "vg_m.h"
+
+typedef struct vg_camera vg_camera;
+struct vg_camera{
+ /* Input */
+ v3f angles;
+ v3f pos;
+ f32 fov, nearz, farz;
+
+ /* Output */
+ m4x3f transform,
+ transform_inverse;
+
+ struct vg_camera_mtx{
+ m4x4f p,
+ v,
+ pv;
+ }
+ mtx,
+ mtx_prev;
+};
+
+static void vg_camera_lerp_angles( v3f a, v3f b, f32 t, v3f d ){
+ d[0] = vg_alerpf( a[0], b[0], t );
+ d[1] = vg_lerpf( a[1], b[1], t );
+ d[2] = vg_lerpf( a[2], b[2], t );
+}
+
+/* lerp position, fov, and angles */
+static void vg_camera_lerp( vg_camera *a, vg_camera *b, f32 t, vg_camera *d ){
+ v3_lerp( a->pos, b->pos, t, d->pos );
+ vg_camera_lerp_angles( a->angles, b->angles, t, d->angles );
+ d->fov = vg_lerpf( a->fov, b->fov, t );
+}
+
+static void vg_camera_copy( vg_camera *a, vg_camera *d ){
+ v3_copy( a->pos, d->pos );
+ v3_copy( a->angles, d->angles );
+ d->fov = a->fov;
+}
+
+static void vg_m4x3_transform_camera( m4x3f m, vg_camera *cam ){
+ m4x3_mulv( m, cam->pos, cam->pos );
+
+ v3f v0;
+ v3_angles_vector( cam->angles, v0 );
+ m3x3_mulv( m, v0, v0 );
+ v3_normalize( v0 );
+ v3_angles( v0, cam->angles );
+}
+
+/*
+ * 1) [angles, pos] -> transform
+ */
+static void vg_camera_update_transform( vg_camera *cam ){
+ v4f qyaw, qpitch, qcam;
+ q_axis_angle( qyaw, (v3f){ 0.0f, 1.0f, 0.0f }, -cam->angles[0] );
+ q_axis_angle( qpitch, (v3f){ 1.0f, 0.0f, 0.0f }, -cam->angles[1] );
+
+ q_mul( qyaw, qpitch, qcam );
+ q_m3x3( qcam, cam->transform );
+ v3_copy( cam->pos, cam->transform[3] );
+}
+
+/*
+ * 2) [transform] -> transform_inverse, view matrix
+ */
+static void vg_camera_update_view( vg_camera *cam ){
+ m4x4_copy( cam->mtx.v, cam->mtx_prev.v );
+ m4x3_invert_affine( cam->transform, cam->transform_inverse );
+ m4x3_expand( cam->transform_inverse, cam->mtx.v );
+}
+
+/*
+ * 3) [fov,nearz,farz] -> projection matrix
+ */
+static void vg_camera_update_projection( vg_camera *cam ){
+ m4x4_copy( cam->mtx.p, cam->mtx_prev.p );
+ m4x4_projection( cam->mtx.p, cam->fov,
+ (float)vg.window_x / (float)vg.window_y,
+ cam->nearz, cam->farz );
+}
+
+/*
+ * 4) [projection matrix, view matrix] -> previous pv, new pv
+ */
+static void vg_camera_finalize( vg_camera *cam ){
+ m4x4_copy( cam->mtx.pv, cam->mtx_prev.pv );
+ m4x4_mul( cam->mtx.p, cam->mtx.v, cam->mtx.pv );
+}
};
struct{
- u32 draw,
- allow_input;
+ u32 enabled,
+ render;
struct vg_lines_vert{
v3f co;
glEnableVertexAttribArray( 1 );
VG_CHECK_GL_ERR();
- vg_lines.allow_input = 1;
}
static void vg_lines_init(void){
vg_async_call( async_vg_lines_init, NULL, 0 );
- vg_console_reg_var( "vg_lines", &vg_lines.draw, k_var_dtype_i32,
+ vg_console_reg_var( "vg_lines", &vg_lines.render, k_var_dtype_i32,
VG_VAR_CHEAT );
vg_shader_register( &_shader_lines );
}
glBindBuffer( GL_ARRAY_BUFFER, vg_lines.vbo );
u32 bufusage = vg_linear_get_cur(vg_lines.vertex_buffer);
-
glBufferSubData( GL_ARRAY_BUFFER, 0, bufusage, vg_lines.vertex_buffer );
glEnable( GL_BLEND );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glBlendEquation( GL_FUNC_ADD );
- if( vg_lines.draw )
+ if( vg_lines.render )
glDrawArrays( GL_LINES, 0, bufusage / sizeof(struct vg_lines_vert) );
glDisable( GL_BLEND );
}
static void vg_line2( line_co from, line_co to, u32 fc, u32 tc ){
- if( !vg_lines.allow_input ) return;
- if( !vg_lines.draw ) return;
+ if( !vg_lines.enabled ) return;
u32 size = 2 * sizeof(struct vg_lines_vert);
struct vg_lines_vert *v = vg_linear_alloc( vg_lines.vertex_buffer, size );
}
static void vg_line( line_co from, line_co to, u32 colour ){
+ if( !vg_lines.enabled ) return;
+
vg_line2( from, to, colour, colour );
}
static void vg_line_arrow( line_co co, line_co dir, float size, u32 colour ){
+ if( !vg_lines.enabled ) return;
+
v3f p1, tx, ty, p2, p3;
v3_muladds( co, dir, size, p1 );
v3_tangent_basis( dir, tx, ty );
}
static void vg_line_box_verts( boxf box, v3f verts[8] ){
+ if( !vg_lines.enabled ) return;
+
for( u32 i=0; i<8; i++ ){
for( u32 j=0; j<3; j++ ){
verts[i][j] = i&(0x1<<j)? box[1][j]: box[0][j];
static void vg_line_mesh( v3f verts[], u32 indices[][2], u32 indice_count,
u32 colour ){
+ if( !vg_lines.enabled ) return;
+
for( u32 i=0; i<indice_count; i++ ){
vg_line( verts[indices[i][0]], verts[indices[i][1]], colour );
}
}
static void vg_line_boxf( boxf box, u32 colour ){
+ if( !vg_lines.enabled ) return;
+
v3f verts[8];
vg_line_box_verts( box, verts );
u32 indices[][2] = {{0,1},{1,3},{3,2},{2,0},
}
static void vg_line_boxf_transformed( m4x3f m, boxf box, u32 colour ){
+ if( !vg_lines.enabled ) return;
+
v3f verts[8];
vg_line_box_verts( box, verts );
}
static void vg_line_cross(v3f pos,u32 colour, float scale){
+ if( !vg_lines.enabled ) return;
+
v3f p0, p1;
v3_add( (v3f){ scale,0.0f,0.0f}, pos, p0 );
v3_add( (v3f){-scale,0.0f,0.0f}, pos, p1 );
}
static void vg_line_point( v3f pt, float size, u32 colour ){
+ if( !vg_lines.enabled ) return;
+
boxf box =
{
{ pt[0]-size, pt[1]-size, pt[2]-size },
static void vg_line_sphere( m4x3f m, float radius, u32 colour ){
+ if( !vg_lines.enabled ) return;
+
v3f ly = { 0.0f, 0.0f, radius },
lx = { 0.0f, radius, 0.0f },
lz = { 0.0f, 0.0f, radius };
}
static void vg_line_capsule( m4x3f m, float radius, float h, u32 colour ){
+ if( !vg_lines.enabled ) return;
+
v3f ly = { 0.0f, 0.0f, radius },
lx = { 0.0f, radius, 0.0f },
lz = { 0.0f, 0.0f, radius };
v4_muls( d[3], det, d[3] );
}
+/*
+ * http://www.terathon.com/lengyel/Lengyel-Oblique.pdf
+ */
+static void m4x4_clip_projection( m4x4f mat, v4f plane ){
+ v4f c =
+ {
+ (vg_signf(plane[0]) + mat[2][0]) / mat[0][0],
+ (vg_signf(plane[1]) + mat[2][1]) / mat[1][1],
+ -1.0f,
+ (1.0f + mat[2][2]) / mat[3][2]
+ };
+
+ v4_muls( plane, 2.0f / v4_dot(plane,c), c );
+
+ mat[0][2] = c[0];
+ mat[1][2] = c[1];
+ mat[2][2] = c[2] + 1.0f;
+ mat[3][2] = c[3];
+}
+
+/*
+ * Undoes the above operation
+ */
+static void m4x4_reset_clipping( m4x4f mat, float ffar, float fnear ){
+ mat[0][2] = 0.0f;
+ mat[1][2] = 0.0f;
+ mat[2][2] = -(ffar + fnear) / (ffar - fnear);
+ mat[3][2] = -2.0f * ffar * fnear / (ffar - fnear);
+}
+
/*
* -----------------------------------------------------------------------------
* Section 5.a Boxes
--- /dev/null
+#pragma once
+#include "vg_rigidbody.h"
+
+static struct vg_shader _shader_rigidbody = {
+ .name = "[vg] rigidbody",
+ .link = NULL,
+ .vs = {
+ .orig_file = NULL,
+ .static_src =
+
+ "uniform mat4 uPv;"
+ "uniform mat4x3 uMdl;"
+ "uniform mat4x3 uMdl1;"
+ "layout (location=0) in vec4 a_co;"
+ "layout (location=1) in vec3 a_norm;"
+ "out vec3 aNorm;"
+ "out vec3 aCo;"
+ ""
+ "void main()"
+ "{"
+ "vec3 world_pos0 = uMdl * vec4( a_co.xyz, 1.0 );"
+ "vec3 world_pos1 = uMdl1 * vec4( a_co.xyz, 1.0 );"
+ "vec3 co = mix( world_pos0, world_pos1, a_co.w );"
+ "vec4 vert_pos = uPv * vec4( co, 1.0 );"
+
+ "gl_Position = vert_pos;"
+ "vec3 l = vec3(length(uMdl[0]),length(uMdl[1]),length(uMdl[2]));"
+ "aNorm = (mat3(uMdl) * a_norm)/l;"
+ "aCo = a_co.xyz*l;"
+ "}"
+ },
+ .fs = {
+ .orig_file = NULL,
+ .static_src =
+
+ "out vec4 FragColor;"
+ "uniform vec4 uColour;"
+ ""
+ "in vec3 aNorm;"
+ "in vec3 aCo;"
+ // The MIT License
+ // Copyright © 2017 Inigo Quilez
+ // Permission is hereby granted, free of charge, to any person obtaining a
+ // copy of this software and associated documentation files (the "Software"),
+ // to deal in the Software without restriction, including without limitation
+ // the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ // and/or sell copies of the Software, and to permit persons to whom the
+ // Software is furnished to do so, subject to the following conditions:
+ // The above copyright notice and this permission notice shall be included in
+ // all copies or substantial portions of the Software. THE SOFTWARE IS
+ // PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
+ // INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
+ // FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+ // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+ // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
+ // DEALINGS IN THE SOFTWARE.
+
+ // Info: https://iquilezles.org/articles/filterableprocedurals
+ //
+ // More filtered patterns: https://www.shadertoy.com/playlist/l3KXR1
+
+ "vec3 tri( in vec3 x ){"
+ "return 1.0-abs(2.0*fract(x/2.0)-1.0);"
+ "}"
+
+ "float checkersTextureGrad( in vec3 p, in vec3 ddx, in vec3 ddy ){"
+ "vec3 w = max(abs(ddx), abs(ddy)) + 0.0001;" // filter kernel
+ "vec3 i = (tri(p+0.5*w)-tri(p-0.5*w))/w;" // analytical integral
+ // (box filter)
+ "return 0.5 - 0.5*i.x*i.y*i.z;" // xor pattern
+ "}"
+ ""
+ "void main()"
+ "{"
+ "vec3 uvw = aCo;"
+ "vec3 ddx_uvw = dFdx( uvw );"
+ "vec3 ddy_uvw = dFdy( uvw );"
+ "float diffuse = checkersTextureGrad( uvw, ddx_uvw, ddy_uvw )*0.5+0.4;"
+ "float light = dot( vec3(0.8017,0.5345,-0.2672), aNorm )*0.5 + 0.5;"
+ "FragColor = light * diffuse * uColour;"
+ "}"
+ }
+};
+
+#pragma pack(push,1)
+struct rb_view_vert {
+ v4f co;
+ v3f n;
+};
+#pragma pack(pop)
+
+typedef struct rb_view_vert rb_view_vert;
+
+struct {
+ GLuint vao, vbo, ebo;
+
+ u32 sphere_start, sphere_count,
+ box_start, box_count;
+}
+static vg_rb_view;
+
+struct vg_rb_mesh_init {
+ u32 verts_size, tris_size;
+ rb_view_vert *verts;
+ u16 *tris;
+};
+
+static void async_vg_rb_view_init( void *payload, u32 payload_size ){
+ struct vg_rb_mesh_init *inf = payload;
+
+ glGenVertexArrays( 1, &vg_rb_view.vao );
+ glGenBuffers( 1, &vg_rb_view.vbo );
+ glGenBuffers( 1, &vg_rb_view.ebo );
+ glBindVertexArray( vg_rb_view.vao );
+
+
+ glBindBuffer( GL_ARRAY_BUFFER, vg_rb_view.vbo );
+ glBufferData( GL_ARRAY_BUFFER, inf->verts_size, inf->verts, GL_STATIC_DRAW );
+ glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, vg_rb_view.ebo );
+ glBufferData( GL_ELEMENT_ARRAY_BUFFER,
+ inf->tris_size, inf->tris, GL_STATIC_DRAW );
+
+ /* 0: coordinates */
+ size_t stride = sizeof(rb_view_vert);
+ glVertexAttribPointer( 0, 4, GL_FLOAT, GL_FALSE, stride, (void*)0 );
+ glEnableVertexAttribArray( 0 );
+
+ /* 1: normal */
+ glVertexAttribPointer( 1, 3, GL_FLOAT, GL_FALSE,
+ stride, (void *)offsetof(rb_view_vert, n) );
+ glEnableVertexAttribArray( 1 );
+
+ VG_CHECK_GL_ERR();
+}
+
+static void vg_rb_view_init(void){
+ vg_shader_register( &_shader_rigidbody );
+
+ u32 H = 20,
+ V = 16,
+ verts_count = 0,
+ tris_count = 0;
+
+ /* box */
+ verts_count += 4*6;
+ tris_count += 2*6;
+ vg_rb_view.box_count = 2*6;
+ vg_rb_view.box_start = 0;
+
+ /* sphere */
+ verts_count += H*(V-2) + 2;
+ tris_count += H*2 + (V-2)*(H*2);
+ vg_rb_view.sphere_count = H*2 + (V-2)*(H*2);
+
+ u32 hdr_size = vg_align8( sizeof(struct vg_rb_mesh_init) ),
+ vert_size = vg_align8( verts_count * sizeof(rb_view_vert) ),
+ tris_size = vg_align8( tris_count * 3 * sizeof(u16) );
+
+ vg_async_item *call = vg_async_alloc( hdr_size + vert_size + tris_size );
+
+ struct vg_rb_mesh_init *inf = call->payload;
+ rb_view_vert *verts = ((void *)inf) + hdr_size;
+ u16 *tris = ((void *)inf) + hdr_size + vert_size;
+
+ inf->verts = verts;
+ inf->tris = tris;
+ inf->verts_size = vert_size;
+ inf->tris_size = tris_size;
+
+ u32 tri_index = 0,
+ vert_index = 0;
+
+ /* box
+ * ----------------------------------------------------------- */
+ for( u32 i=0; i<6; i ++ ){
+ v3f n = {i%3==0,i%3==1,i%3==2};
+ if( i >= 3 ) v3_negate( n, n );
+ v3f v0, v1;
+ v3_tangent_basis( n, v0, v1 );
+
+ rb_view_vert *vs = &verts[vert_index];
+ vert_index += 4;
+
+ for( u32 j=0; j<4; j ++ ){
+ v3_copy( n, vs[j].n );
+ v3_muladds( n, v0, j&0x1?1.0f:-1.0f, vs[j].co );
+ v3_muladds( vs[j].co, v1, j&0x2?1.0f:-1.0f, vs[j].co );
+ vs[j].co[3] = 0.0f;
+ }
+
+ tris[tri_index*3+0] = i*4+0;
+ tris[tri_index*3+1] = i*4+1;
+ tris[tri_index*3+2] = i*4+3;
+ tris[tri_index*3+3] = i*4+0;
+ tris[tri_index*3+4] = i*4+3;
+ tris[tri_index*3+5] = i*4+2;
+ tri_index += 2;
+ }
+
+ /* sphere / capsule
+ * ----------------------------------------------------------- */
+ u32 base = vert_index;
+ vg_rb_view.sphere_start = tri_index;
+ v4_copy( (v4f){0,-1,0,0}, verts[vert_index].co );
+ v3_copy( (v3f){0,-1,0}, verts[vert_index ++].n );
+
+ for( u32 x=0; x<H; x ++ ){
+ tris[tri_index*3+0] = base+0;
+ tris[tri_index*3+1] = base+1+x;
+ tris[tri_index*3+2] = base+1+((x+1)%H);
+ tri_index += 1;
+ }
+
+ for( u32 y=1; y<V-1; y ++ ){
+ f32 ty = ((f32)y/(f32)(V-1)) * VG_PIf;
+ u32 ybase = y-1;
+ for( u32 x=0; x<H; x ++ ){
+ f32 tx = ((f32)x/(f32)H) * VG_TAUf;
+
+ v4f co = { cosf(tx)*sinf(ty), -cosf(ty), sinf(tx)*sinf(ty), y>=(V/2) };
+ v4_copy( co, verts[vert_index].co );
+ v4_copy( co, verts[vert_index ++].n );
+
+ if( y < V-2 ){
+ tris[tri_index*3+0] = base+1 + ybase*H + x;
+ tris[tri_index*3+1] = base+1 + (ybase+1)*H + ((x+1)%H);
+ tris[tri_index*3+2] = base+1 + ybase*H + ((x+1)%H);
+ tris[tri_index*3+3] = base+1 + ybase*H + x;
+ tris[tri_index*3+4] = base+1 + (ybase+1)*H + x;
+ tris[tri_index*3+5] = base+1 + (ybase+1)*H + ((x+1)%H);
+ tri_index += 2;
+ }
+ }
+ }
+
+ v4_copy( (v4f){0, 1,0,1}, verts[vert_index].co );
+ v3_copy( (v3f){0, 1,0}, verts[vert_index ++].n );
+
+ for( u32 x=0; x<H; x ++ ){
+ tris[tri_index*3+0] = base + (H*(V-2) + 2)-1;
+ tris[tri_index*3+1] = base+1 + (V-3)*H+((x+1)%H);
+ tris[tri_index*3+2] = base+1 + (V-3)*H+x;
+ tri_index += 1;
+ }
+
+ vg_async_dispatch( call, async_vg_rb_view_init );
+}
+
+static void vg_rb_view_bind(void){
+ glEnable( GL_CULL_FACE );
+ glEnable( GL_DEPTH_TEST );
+
+ glUseProgram( _shader_rigidbody.id );
+ glUniformMatrix4fv( glGetUniformLocation( _shader_rigidbody.id, "uPv" ),
+ 1, GL_FALSE, (float *)vg.pv );
+
+ glBindVertexArray( vg_rb_view.vao );
+}
+
+static void vg_rb_view_box( m4x3f mdl, boxf bbx, v4f colour ){
+
+ v3f e;
+ v3_sub( bbx[1], bbx[0], e );
+ v3_muls( e, 0.5f, e );
+
+ m4x3f mmdl;
+ m4x3_identity( mmdl );
+ m3x3_scale( mmdl, e );
+ v3_add( bbx[0], e, mmdl[3] );
+ m4x3_mul( mdl, mmdl, mmdl );
+
+ glUniformMatrix4x3fv( glGetUniformLocation( _shader_rigidbody.id, "uMdl" ),
+ 1,GL_FALSE,(float*)mmdl);
+ glUniformMatrix4x3fv( glGetUniformLocation( _shader_rigidbody.id, "uMdl1" ),
+ 1,GL_FALSE,(float*)mmdl);
+ glUniform4fv( glGetUniformLocation( _shader_rigidbody.id, "uColour" ), 1,
+ colour );
+ glDrawElements( GL_TRIANGLES,
+ vg_rb_view.box_count*3, GL_UNSIGNED_SHORT,
+ (void *)(vg_rb_view.box_start*3*sizeof(u16)) );
+}
+
+static void vg_rb_view_sphere( m4x3f mdl, f32 r, v4f colour ){
+ m4x3f mmdl;
+ m4x3_copy( mdl, mmdl );
+ m3x3_scalef( mmdl, r );
+ glUniformMatrix4x3fv( glGetUniformLocation( _shader_rigidbody.id, "uMdl" ),
+ 1,GL_FALSE,(float*)mmdl);
+ glUniformMatrix4x3fv( glGetUniformLocation( _shader_rigidbody.id, "uMdl1" ),
+ 1,GL_FALSE,(float*)mmdl);
+ glUniform4fv( glGetUniformLocation( _shader_rigidbody.id, "uColour" ), 1,
+ colour );
+ glDrawElements( GL_TRIANGLES,
+ vg_rb_view.sphere_count*3, GL_UNSIGNED_SHORT,
+ (void *)(vg_rb_view.sphere_start*3*sizeof(u16)) );
+}
+
+static void vg_rb_view_capsule( m4x3f mdl, f32 r, f32 h, v4f colour ){
+ m4x3f mmdl0, mmdl1;
+ m4x3_identity( mmdl0 );
+ m4x3_identity( mmdl1 );
+ m3x3_scalef( mmdl0, r );
+ m3x3_scalef( mmdl1, r );
+ mmdl0[3][1] = -h-r;
+ mmdl1[3][1] = h+r;
+ m4x3_mul( mdl, mmdl0, mmdl0 );
+ m4x3_mul( mdl, mmdl1, mmdl1 );
+
+ glUniformMatrix4x3fv( glGetUniformLocation( _shader_rigidbody.id, "uMdl" ),
+ 1,GL_FALSE,(float*)mmdl0);
+ glUniformMatrix4x3fv( glGetUniformLocation( _shader_rigidbody.id, "uMdl1" ),
+ 1,GL_FALSE,(float*)mmdl1);
+ glUniform4fv( glGetUniformLocation( _shader_rigidbody.id, "uColour" ), 1,
+ colour );
+ glDrawElements( GL_TRIANGLES,
+ vg_rb_view.sphere_count*3, GL_UNSIGNED_SHORT,
+ (void *)(vg_rb_view.sphere_start*3*sizeof(u16)) );
+}