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authoromniscient <17525998+omnisci3nce@users.noreply.github.com>2024-07-26 23:15:22 +1000
committeromniscient <17525998+omnisci3nce@users.noreply.github.com>2024-07-26 23:15:22 +1000
commit2e2c57a8c04575eec164279a49947cfdba250853 (patch)
treeb5d20aa256de40ebd9bad7c59ab1e8ebb1c47b52 /examples/game_demo/game_demo.c
parentf5e5a6fdf58f3135f3211135bfbcb6e70630309f (diff)
scenes and pbr cleanup to handle missing texture of param
Diffstat (limited to 'examples/game_demo/game_demo.c')
-rw-r--r--examples/game_demo/game_demo.c23
1 files changed, 13 insertions, 10 deletions
diff --git a/examples/game_demo/game_demo.c b/examples/game_demo/game_demo.c
index 21a353f..7b746d3 100644
--- a/examples/game_demo/game_demo.c
+++ b/examples/game_demo/game_demo.c
@@ -10,6 +10,7 @@
#include "keys.h"
#include "loaders.h"
#include "maths.h"
+#include "pbr.h"
#include "primitives.h"
#include "ral_types.h"
#include "render.h"
@@ -59,19 +60,21 @@ int main() {
// gltf file
Geometry cube_geo = Geo_CreateCuboid(f32x3(2.0, 2.0, 2.0));
Mesh crate_mesh = Mesh_Create(&cube_geo, false); // dont free as we may use later
- TextureHandle albedo_map = TextureLoadFromFile("assets/demo/crate/Wood_Crate_001_basecolor.jpg");
+ // TextureHandle albedo_map =
+ // TextureLoadFromFile("assets/demo/crate/Wood_Crate_001_basecolor.jpg");
TextureHandle roughness_map =
TextureLoadFromFile("assets/demo/crate/Wood_Crate_001_roughness.jpg");
TextureHandle normal_map = TextureLoadFromFile("assets/demo/crate/Wood_Crate_001_normal.jpg");
TextureHandle ao_map =
TextureLoadFromFile("assets/demo/crate/Wood_Crate_001_ambientOcclusion.jpg");
- Material crate_mat = { .name = "Wood_Crate",
- .kind = MAT_PBR,
- .metal_roughness_combined = true,
- .pbr_albedo_map = albedo_map,
- .pbr_metallic_map = roughness_map,
- .pbr_normal_map = normal_map,
- .pbr_ao_map = ao_map };
+ Material crate_mat = PBRMaterialDefault();
+ // crate_mat.name = "Wood_Crate";
+ // crate_mat.albedo_map = albedo_map;
+ crate_mat.metallic_roughness_map = roughness_map;
+ crate_mat.normal_map = normal_map;
+ crate_mat.ambient_occlusion_map = ao_map;
+ crate_mat.base_colour = vec3(1.0, 1.0, 1.0);
+ crate_mat.metallic = 0.0;
// ModelHandle cube_handle = ModelLoad_gltf("assets/models/gltf/Cube/glTF/Cube.gltf", false);
// ModelHandle cube_handle = ModelLoad_gltf("../../assets/prototyper/prototyper_m.gltf", false);
@@ -107,8 +110,8 @@ int main() {
// BEGIN Draw calls
// Shadow_Run(entities, entity_count);
- printf("cam pos: %f %f %f cam frontL %f %f %f\n", cam.position.x, cam.position.y,
- cam.position.z, cam.front.x, cam.front.y, cam.front.z);
+ // printf("cam pos: %f %f %f cam frontL %f %f %f\n", cam.position.x, cam.position.y,
+ // cam.position.z, cam.front.x, cam.front.y, cam.front.z);
if (draw_debug) {
// draw the player model with shadows