diff options
author | omnisci3nce <omniscient.oce@gmail.com> | 2024-07-26 16:37:53 +1000 |
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committer | omnisci3nce <omniscient.oce@gmail.com> | 2024-07-26 16:37:53 +1000 |
commit | f083cacb259054ce996b70f8b9dc0d9eb0bdbfb8 (patch) | |
tree | cfec9813483e139d8f4ca71eefb4ec9a0450826f /examples/game_demo/game_demo.c | |
parent | 9d11440c145cef897853576b509316bf952cb121 (diff) |
wip egui
Diffstat (limited to 'examples/game_demo/game_demo.c')
-rw-r--r-- | examples/game_demo/game_demo.c | 21 |
1 files changed, 11 insertions, 10 deletions
diff --git a/examples/game_demo/game_demo.c b/examples/game_demo/game_demo.c index 73c22ae..0e7a03a 100644 --- a/examples/game_demo/game_demo.c +++ b/examples/game_demo/game_demo.c @@ -33,7 +33,7 @@ int main() { // TODO: Move camera with model // --- Render Scene - Vec3 camera_pos = vec3(0.0, 3.0, 3.0); + Vec3 camera_pos = vec3(0.0, 5.0, 0.0); Camera cam = Camera_Create(camera_pos, VEC3_NEG_Z, VEC3_Y, 45.0); SetCamera(cam); // update the camera in RenderScene @@ -74,18 +74,18 @@ int main() { .pbr_ao_map = ao_map }; // ModelHandle cube_handle = ModelLoad_gltf("assets/models/gltf/Cube/glTF/Cube.gltf", false); - ModelHandle cube_handle = ModelLoad_gltf("../../assets/prototyper/prototyper_m.gltf", false); - Model* Cube = MODEL_GET(cube_handle); - RenderEnt cube_r = { .mesh = &Cube->meshes->data[0], - .material = &Cube->materials->data[0], - .affine = mat4_ident(), - .casts_shadows = true }; + // ModelHandle cube_handle = ModelLoad_gltf("../../assets/prototyper/prototyper_m.gltf", false); + // Model* Cube = MODEL_GET(cube_handle); + // RenderEnt cube_r = { .mesh = &Cube->meshes->data[0], + // .material = &Cube->materials->data[0], + // .affine = mat4_ident(), + // .casts_shadows = true }; RenderEnt crate_renderable = { .mesh = &crate_mesh, .material = &crate_mat, .affine = mat4_scale(3.0), .casts_shadows = true }; - RenderEnt entities[] = { cube_r, crate_renderable }; + RenderEnt entities[] = { crate_renderable }; size_t entity_count = 1; // --- Transforms @@ -106,7 +106,8 @@ int main() { // BEGIN Draw calls - Shadow_Run(entities, entity_count); + // 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); if (draw_debug) { // draw the player model with shadows @@ -117,7 +118,7 @@ int main() { Shadow_DrawDebugQuad(); } - Terrain_Draw(terrain); + // Terrain_Draw(terrain); // END Draw calls Frame_Draw(); |