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author | omniscient <17525998+omnisci3nce@users.noreply.github.com> | 2024-03-14 22:11:43 +1100 |
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committer | omniscient <17525998+omnisci3nce@users.noreply.github.com> | 2024-03-14 22:11:43 +1100 |
commit | 253c90f7ceabff956260b40b69ec7ca55f91e710 (patch) | |
tree | 49e45764acab57368b4914bcb0fd77b6b1a1c862 /examples/obj_loading | |
parent | 2af96e3bc19fac5a3dc27f0eedff1b95ef1d473b (diff) | |
parent | 70308798adbaa376da97c9c0739d437fe76b8b36 (diff) |
Merge branch 'master' of github.com:omnisci3nce/celeritas-core
Diffstat (limited to 'examples/obj_loading')
-rw-r--r-- | examples/obj_loading/ex_obj_loading.c | 71 |
1 files changed, 71 insertions, 0 deletions
diff --git a/examples/obj_loading/ex_obj_loading.c b/examples/obj_loading/ex_obj_loading.c new file mode 100644 index 0000000..6f1f12a --- /dev/null +++ b/examples/obj_loading/ex_obj_loading.c @@ -0,0 +1,71 @@ +#include <glfw3.h> +#include <string.h> + +#include "camera.h" +#include "core.h" +#include "maths.h" +#include "maths_types.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(); + + // --- Set up our scene + + // 1. load model from disk + model_handle backpack_handle = + model_load_obj(core, "assets/models/obj/backpack/backpack.obj", true); + model* backpack = &core->models->data[backpack_handle.raw]; + // 2. upload vertex data to gpu + model_upload_meshes(&core->renderer, backpack); + // 3. create a camera + 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)) { + input_update(&core->input); + threadpool_process_results(&core->threadpool, 1); + + render_frame_begin(&core->renderer); + + // 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, model_tf, &our_scene); + + render_frame_end(&core->renderer); + } + + return 0; +} |