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author | omnisci3nce <17525998+omnisci3nce@users.noreply.github.com> | 2024-04-04 20:54:45 +1100 |
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committer | omnisci3nce <17525998+omnisci3nce@users.noreply.github.com> | 2024-04-04 20:54:45 +1100 |
commit | af97c4330a27a92d2362e30b70990e3aa5c9954a (patch) | |
tree | a21359f3f4e8cc4efe9288288a59e55c6ced5d7d /examples/property_animation | |
parent | bb889d2edc1cc72b939edf47a2e03b7569c1a722 (diff) |
add AnimatedCube
Diffstat (limited to 'examples/property_animation')
-rw-r--r-- | examples/property_animation/ex_property_animation.c | 103 |
1 files changed, 103 insertions, 0 deletions
diff --git a/examples/property_animation/ex_property_animation.c b/examples/property_animation/ex_property_animation.c index e69de29..38bafd5 100644 --- a/examples/property_animation/ex_property_animation.c +++ b/examples/property_animation/ex_property_animation.c @@ -0,0 +1,103 @@ +#include <glfw3.h> + +#include "camera.h" +#include "core.h" +#include "input.h" +#include "keys.h" +#include "maths.h" +#include "maths_types.h" +#include "primitives.h" +#include "render.h" +#include "render_backend.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]; + +typedef struct game_state { + camera camera; + vec3 camera_euler; + bool first_mouse_update; // so the camera doesnt lurch when you run the first + // process_camera_rotation +} game_state; + +void update_camera_rotation(input_state* input, game_state* game, camera* cam); + +int main() { + core* core = core_bringup(); + + model_handle animated_cube_handle = + model_load_gltf(core, "assets/models/gltf/AnimatedCube/glTF/AnimatedCube.gltf", false); + model* cube = &core->models->data[animated_cube_handle.raw]; + model_upload_meshes(&core->renderer, cube); + + 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 } }; + + 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])); + + vec3 cam_pos = vec3_create(5, 5, 5); + game_state game = { + .camera = camera_create(cam_pos, vec3_negate(cam_pos), VEC3_Y, deg_to_rad(45.0)), + .camera_euler = vec3_create(90, 0, 0), + .first_mouse_update = true, + }; + + print_vec3(game.camera.front); + + // Main loop + const f32 camera_lateral_speed = 0.2; + const f32 camera_zoom_speed = 0.15; + + while (!should_exit(core)) { + input_update(&core->input); + + vec3 translation = VEC3_ZERO; + if (key_is_pressed(KEYCODE_W) || key_is_pressed(KEYCODE_KEY_UP)) { + translation = vec3_mult(game.camera.front, camera_zoom_speed); + } else if (key_is_pressed(KEYCODE_S) || key_is_pressed(KEYCODE_KEY_DOWN)) { + translation = vec3_mult(game.camera.front, -camera_zoom_speed); + } else if (key_is_pressed(KEYCODE_A) || key_is_pressed(KEYCODE_KEY_LEFT)) { + vec3 lateral = vec3_normalise(vec3_cross(game.camera.front, game.camera.up)); + translation = vec3_mult(lateral, -camera_lateral_speed); + } else if (key_is_pressed(KEYCODE_D) || key_is_pressed(KEYCODE_KEY_RIGHT)) { + vec3 lateral = vec3_normalise(vec3_cross(game.camera.front, game.camera.up)); + translation = vec3_mult(lateral, camera_lateral_speed); + } + game.camera.position = vec3_add(game.camera.position, translation); + + // UNUSED: threadpool_process_results(&core->threadpool, 1); + + render_frame_begin(&core->renderer); + + mat4 model = mat4_translation(VEC3_ZERO); + transform tf = transform_create(VEC3_ZERO, quat_ident(), 1.0); + + draw_model(&core->renderer, &game.camera, cube, tf, &our_scene); + + // gfx_backend_draw_frame(&core->renderer, &game.camera, model, NULL); + + render_frame_end(&core->renderer); + } + + core_shutdown(core); + + return 0; +} |