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authoromniscient <17525998+omnisci3nce@users.noreply.github.com>2024-08-11 23:40:13 +1000
committeromniscient <17525998+omnisci3nce@users.noreply.github.com>2024-08-11 23:40:13 +1000
commit272cc9563315566061bbbd7078f76c76a3484e4b (patch)
tree3264c6acef2e3d3a7dab1c806233062395a5b5f3 /examples
parent3a151b1d1f99b59dfd6d98c1e7520b48b57d6f5e (diff)
removing example targets from xmake.lua and fix identation
Diffstat (limited to 'examples')
-rw-r--r--examples/game_demo/game_demo.c24
-rw-r--r--examples/input/ex_input.c120
-rw-r--r--examples/skinned_animation/ex_skinned_animation.c2
3 files changed, 14 insertions, 132 deletions
diff --git a/examples/game_demo/game_demo.c b/examples/game_demo/game_demo.c
index 1b86028..b3fa70d 100644
--- a/examples/game_demo/game_demo.c
+++ b/examples/game_demo/game_demo.c
@@ -107,18 +107,18 @@ int main() {
// Shadow_Run(entities, entity_count);
// Quat rot = quat_from_axis_angle(VEC3_X, HALF_PI, true);
- Immdraw_Sphere(transform_create(VEC3_ZERO, quat_ident(), 0.5), vec4(1.0, 0.0, 0.0, 1.0), false);
- Immdraw_Cuboid(transform_create(vec3(2.0, 0.0, 0.0), quat_ident(), 1.0),
- vec4(1.0, 0.0, 0.0, 1.0), false);
-
- // if (draw_debug) {
- // // draw the player model with shadows
- // Render_RenderEntities(render_entities->data, render_entities->len);
- // // Render_DrawTerrain();
- // Skybox_Draw(&skybox, cam);
- // } else {
- // Shadow_DrawDebugQuad();
- // }
+ // Immdraw_Sphere(transform_create(VEC3_ZERO, quat_ident(), 0.5), vec4(1.0, 0.0, 0.0, 1.0),
+ // false); Immdraw_Cuboid(transform_create(vec3(2.0, 0.0, 0.0), quat_ident(), 1.0),
+ // vec4(1.0, 0.0, 0.0, 1.0), false);
+
+ if (draw_debug) {
+ // draw the player model with shadows
+ Render_RenderEntities(render_entities->data, render_entities->len);
+ // Render_DrawTerrain();
+ Skybox_Draw(&skybox, cam);
+ } else {
+ Shadow_DrawDebugQuad();
+ }
// Terrain_Draw(terrain);
// Grid_Draw();
diff --git a/examples/input/ex_input.c b/examples/input/ex_input.c
deleted file mode 100644
index 576b364..0000000
--- a/examples/input/ex_input.c
+++ /dev/null
@@ -1,120 +0,0 @@
-#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"
-
-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();
-
- 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,
- };
-
- // load a texture
- texture tex = texture_data_load("assets/models/obj/cube/container.jpg", false);
- texture_data_upload(&tex);
-
- printf("Starting look direction: ");
- 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)) {
- printf("Move Forwards\n");
- translation = vec3_mult(game.camera.front, camera_zoom_speed);
- } else if (key_is_pressed(KEYCODE_S) || key_is_pressed(KEYCODE_KEY_DOWN)) {
- printf("Move Backwards\n");
- translation = vec3_mult(game.camera.front, -camera_zoom_speed);
- } else if (key_is_pressed(KEYCODE_A) || key_is_pressed(KEYCODE_KEY_LEFT)) {
- printf("Move Left\n");
- 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)) {
- printf("Move Right\n");
- 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);
- // update_camera_rotation(&core->input, &game, &game.camera);
-
- // UNUSED: threadpool_process_results(&core->threadpool, 1);
-
- render_frame_begin(&core->renderer);
-
- mat4 model = mat4_translation(VEC3_ZERO);
-
- gfx_backend_draw_frame(&core->renderer, &game.camera, model, &tex);
-
- render_frame_end(&core->renderer);
- }
-
- core_shutdown(core);
-
- return 0;
-}
-
-void update_camera_rotation(input_state* input, game_state* game, camera* cam) {
- float xoffset = -input->mouse.x_delta; // xpos - lastX;
- float yoffset = -input->mouse.y_delta; // reversed since y-coordinates go from bottom to top
- if (game->first_mouse_update) {
- xoffset = 0.0;
- yoffset = 0.0;
- game->first_mouse_update = false;
- }
-
- float sensitivity = 0.2f; // change this value to your liking
- xoffset *= sensitivity;
- yoffset *= sensitivity;
-
- // x = yaw
- game->camera_euler.x += xoffset;
- // y = pitch
- game->camera_euler.y += yoffset;
- // we dont update roll
-
- f32 yaw = game->camera_euler.x;
- f32 pitch = game->camera_euler.y;
-
- // make sure that when pitch is out of bounds, screen doesn't get flipped
- if (game->camera_euler.y > 89.0f) game->camera_euler.y = 89.0f;
- if (game->camera_euler.y < -89.0f) game->camera_euler.y = -89.0f;
-
- vec3 front = cam->front;
- front.x = cos(deg_to_rad(yaw) * cos(deg_to_rad(pitch)));
- front.y = sin(deg_to_rad(pitch));
- front.z = sin(deg_to_rad(yaw)) * cos(deg_to_rad(pitch));
-
- front = vec3_normalise(front);
- // save it back
- cam->front.x = front.x;
- cam->front.y = front.y;
- // roll is static
-
- print_vec3(cam->front);
-}
diff --git a/examples/skinned_animation/ex_skinned_animation.c b/examples/skinned_animation/ex_skinned_animation.c
index 7704b99..25fc097 100644
--- a/examples/skinned_animation/ex_skinned_animation.c
+++ b/examples/skinned_animation/ex_skinned_animation.c
@@ -66,6 +66,8 @@ int main() {
// quat rot = quat_ident();
Transform tf = transform_create(VEC3_ZERO, quat_ident(), 1.0);
+ // TODO: Drawing should still just use the PBR pipeline
+
// draw_skinned_model(&core->renderer, &game.camera, simple_skin, tf, &our_scene);
Frame_End();