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authoromniscient <17525998+omnisci3nce@users.noreply.github.com>2024-03-14 21:55:25 +1100
committeromniscient <17525998+omnisci3nce@users.noreply.github.com>2024-03-14 21:55:25 +1100
commitb240374c23365e33727d78ca74e901bcb383e077 (patch)
tree09836fab6ddc9012a5f4437f2139ab0a704b3a78 /examples/obj_loading
parent6c581ff56dfcc22c25538e305e58efd967dd640a (diff)
chore: format
Diffstat (limited to 'examples/obj_loading')
-rw-r--r--examples/obj_loading/ex_obj_loading.c28
1 files changed, 12 insertions, 16 deletions
diff --git a/examples/obj_loading/ex_obj_loading.c b/examples/obj_loading/ex_obj_loading.c
index 02ed606..6f1f12a 100644
--- a/examples/obj_loading/ex_obj_loading.c
+++ b/examples/obj_loading/ex_obj_loading.c
@@ -9,10 +9,10 @@
#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},
+ { 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];
@@ -34,28 +34,24 @@ int main() {
// 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}};
+ 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].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
- };
+ 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);