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authoromniscient <17525998+omnisci3nce@users.noreply.github.com>2024-03-14 21:54:55 +1100
committeromniscient <17525998+omnisci3nce@users.noreply.github.com>2024-03-14 21:54:55 +1100
commit6c581ff56dfcc22c25538e305e58efd967dd640a (patch)
treeadd8415857a0a7799d06778f3479601007a20e01 /examples/obj_loading/ex_obj_loading.c
parent7b9ef1066e49fe3e0c7791e097b26445f0f35f3d (diff)
lights, camera, action
Diffstat (limited to 'examples/obj_loading/ex_obj_loading.c')
-rw-r--r--examples/obj_loading/ex_obj_loading.c39
1 files changed, 36 insertions, 3 deletions
diff --git a/examples/obj_loading/ex_obj_loading.c b/examples/obj_loading/ex_obj_loading.c
index bdadd7e..02ed606 100644
--- a/examples/obj_loading/ex_obj_loading.c
+++ b/examples/obj_loading/ex_obj_loading.c
@@ -1,4 +1,5 @@
#include <glfw3.h>
+#include <string.h>
#include "camera.h"
#include "core.h"
@@ -7,6 +8,14 @@
#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();
@@ -22,6 +31,30 @@ int main() {
vec3 camera_pos = vec3(3., 4., 10.);
vec3 camera_front = vec3_normalise(vec3_negate(camera_pos));
camera cam = camera_create(camera_pos, camera_front, VEC3_Y, 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]));
+
// --- Enter Main loop
while (!glfwWindowShouldClose(core->renderer.window)) {
@@ -30,10 +63,10 @@ int main() {
render_frame_begin(&core->renderer);
- // Draw the cube
- transform cube_tf =
+ // Draw the backpack
+ transform model_tf =
transform_create(VEC3_ZERO, quat_ident(), 2.0); // make the backpack a bit bigger
- draw_model(&core->renderer, &cam, backpack, cube_tf);
+ draw_model(&core->renderer, &cam, backpack, model_tf, &our_scene);
render_frame_end(&core->renderer);
}