diff options
author | omnisci3nce <omniscient.oce@gmail.com> | 2024-07-17 14:45:31 +1000 |
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committer | omnisci3nce <omniscient.oce@gmail.com> | 2024-07-17 14:45:31 +1000 |
commit | f8641a5cc4c8baf1f0a7be3685afc219d90143d9 (patch) | |
tree | 6f6edf43f88b456933330ec83a203bf2f414bea4 /examples/game_demo/game_demo.c | |
parent | b9315f9cb625db09c3c41d8adf5230a67510bef7 (diff) |
whole thing is compiling and running again
Diffstat (limited to 'examples/game_demo/game_demo.c')
-rw-r--r-- | examples/game_demo/game_demo.c | 36 |
1 files changed, 21 insertions, 15 deletions
diff --git a/examples/game_demo/game_demo.c b/examples/game_demo/game_demo.c index a9f91ea..ef72cc6 100644 --- a/examples/game_demo/game_demo.c +++ b/examples/game_demo/game_demo.c @@ -22,36 +22,42 @@ static const char* faces[6] = { "assets/demo/skybox/left.jpg", "assets/demo/sky int main() { Core_Bringup(); - Vec3 camera_pos = vec3(0.0, 4.0, 8.0); - Camera cam = Camera_Create(camera_pos, vec3_negate(camera_pos), VEC3_Y, 45.0); - SetCamera(cam); // update the camera in RenderScene - // TODO: Load humanoid model + weapon // TODO: Animate it with WASD keys // TODO: Skybox // TODO: Add a ground terrain // TODO: Move camera with model + // --- Render Scene + Vec3 camera_pos = vec3(0.0, 4.0, 8.0); + Camera cam = Camera_Create(camera_pos, vec3_negate(camera_pos), VEC3_Y, 45.0); + SetCamera(cam); // update the camera in RenderScene + + DirectionalLight sun = { + .ambient = vec3(1.0, 1.0, 1.0), + }; + SetMainLight(sun); + // --- Terrain - Heightmap terrain = Heightmap_FromImage(str8("assets/demo/heightmap.png")); - Terrain_LoadHeightmap(terrain, true); - assert(Terrain_IsActive()); + // Heightmap terrain = Heightmap_FromImage(str8("assets/demo/heightmap.png")); + // Terrain_LoadHeightmap(terrain, true); + // assert(Terrain_IsActive()); // --- Skybox - Skybox skybox = Skybox_Create(faces, 6); + // Skybox skybox = Skybox_Create(faces, 6); // --- Models - ModelHandle player_model = ModelLoad("Player Model", "assets/demo/player.gltf"); - ModelHandle sword_model = ModelLoad("Sword Model", "assets/demo/sword.gltf"); + // ModelHandle player_model = ModelLoad("Player Model", "assets/demo/player.gltf"); + // ModelHandle sword_model = ModelLoad("Sword Model", "assets/demo/sword.gltf"); // --- Transforms // TransformHierarchy* scene_tree = TransformHierarchy_Create(); // TODO: parent camera to model - to start with I can just manually update it every frame // TODO: query joints of the gltf to get the hand bone to parent a sword to - RenderEnt player_r = { .model = player_model, .affine = mat4_ident(), .casts_shadows = true }; + // RenderEnt player_r = { .model = player_model, .affine = mat4_ident(), .casts_shadows = true }; - RenderEnt entities[] = { player_r }; + // RenderEnt entities[] = { player_r }; while (!ShouldExit()) { Frame_Begin(); @@ -59,9 +65,9 @@ int main() { // BEGIN Draw calls // draw the player model with shadows - Render_RenderEntities(entities, 1); - Render_DrawTerrain(); - Skybox_Draw(&skybox); + // Render_RenderEntities(entities, 1); + // Render_DrawTerrain(); + // Skybox_Draw(&skybox); // END Draw calls Frame_Draw(); |