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authoromnisci3nce <17525998+omnisci3nce@users.noreply.github.com>2024-04-03 22:42:24 +1100
committeromnisci3nce <17525998+omnisci3nce@users.noreply.github.com>2024-04-03 22:42:24 +1100
commit0c770ecad71bb540d36402311e01a2b6b94242fd (patch)
tree13a44e693a4faf67be065d6b334b149a59aa0262 /examples/gltf_loading/ex_gltf_loading.c
parentde14e6eef443c9935fda5fccc798e379e710bf31 (diff)
load gltf vertices and indices. need to move to git LFS!
Diffstat (limited to 'examples/gltf_loading/ex_gltf_loading.c')
-rw-r--r--examples/gltf_loading/ex_gltf_loading.c67
1 files changed, 67 insertions, 0 deletions
diff --git a/examples/gltf_loading/ex_gltf_loading.c b/examples/gltf_loading/ex_gltf_loading.c
new file mode 100644
index 0000000..e00a9de
--- /dev/null
+++ b/examples/gltf_loading/ex_gltf_loading.c
@@ -0,0 +1,67 @@
+#include <glfw3.h>
+
+#include "camera.h"
+#include "core.h"
+#include "loaders.h"
+#include "maths.h"
+#include "render.h"
+#include "render_types.h"
+
+const vec3 pointlight_positions[4] = {
+ { 0.7, 0.2, 2.0 },
+ { 2.3, -3.3, -4.0 },
+ { -4.0, 2.0, -12.0 },
+ { 0.0, 0.0, -3.0 },
+};
+point_light point_lights[4];
+
+int main() {
+ core* core = core_bringup();
+
+ model_handle cube_handle =
+ model_load_gltf(core, "assets/models/gltf/DamagedHelmet/glTF/DamagedHelmet.gltf", false);
+ // model_handle cube_handle = model_load_gltf(core, "assets/models/gltf/scifi_girl/scene.gltf",
+ // false);
+ model* cube = &core->models->data[cube_handle.raw];
+ model_upload_meshes(&core->renderer, cube);
+
+ vec3 camera_pos = vec3(5., 0., 0.);
+ vec3 camera_front = vec3_normalise(vec3_negate(camera_pos));
+ camera cam = camera_create(camera_pos, camera_front, VEC3_NEG_Z, deg_to_rad(45.0));
+ // 4. create lights
+
+ // directional (sun) light setup
+ directional_light dir_light = { .direction = (vec3){ -0.2, -1.0, -0.3 },
+ .ambient = (vec3){ 0.2, 0.2, 0.2 },
+ .diffuse = (vec3){ 0.5, 0.5, 0.5 },
+ .specular = (vec3){ 1.0, 1.0, 1.0 } };
+ // point lights setup
+ for (int i = 0; i < 4; i++) {
+ point_lights[i].position = pointlight_positions[i];
+ point_lights[i].ambient = (vec3){ 0.05, 0.05, 0.05 };
+ point_lights[i].diffuse = (vec3){ 0.8, 0.8, 0.8 };
+ point_lights[i].specular = (vec3){ 1.0, 1.0, 1.0 };
+ point_lights[i].constant = 1.0;
+ point_lights[i].linear = 0.09;
+ point_lights[i].quadratic = 0.032;
+ }
+
+ scene our_scene = { .dir_light = dir_light, .n_point_lights = 4 };
+ memcpy(&our_scene.point_lights, &point_lights, sizeof(point_light[4]));
+
+ while (!glfwWindowShouldClose(core->renderer.window)) {
+ input_update(&core->input);
+ // threadpool_process_results(&core->threadpool, 1);
+
+ render_frame_begin(&core->renderer);
+
+ // Draw the model
+ transform model_tf = transform_create(vec3(0.0, 0.2, 0.0), quat_ident(),
+ 1.8); // make the backpack a bit bigger
+ draw_model(&core->renderer, &cam, cube, model_tf, &our_scene);
+
+ render_frame_end(&core->renderer);
+ }
+
+ return 0;
+}