diff options
author | omniscient <17525998+omnisci3nce@users.noreply.github.com> | 2024-07-22 00:19:58 +1000 |
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committer | omniscient <17525998+omnisci3nce@users.noreply.github.com> | 2024-07-22 00:19:58 +1000 |
commit | 4f09bcb7dc48dc9b0d97ce3a9f73ffc6eee49045 (patch) | |
tree | e94bb84660061941c12eb25455a1a855649416a7 /examples | |
parent | da1ddc29ac15e511086b8b5343b735a34be1fcea (diff) |
error handling loading pbr textures
Diffstat (limited to 'examples')
-rw-r--r-- | examples/game_demo/game_demo.c | 22 |
1 files changed, 13 insertions, 9 deletions
diff --git a/examples/game_demo/game_demo.c b/examples/game_demo/game_demo.c index 7f3496a..9688808 100644 --- a/examples/game_demo/game_demo.c +++ b/examples/game_demo/game_demo.c @@ -8,6 +8,7 @@ #include "core.h" #include "input.h" #include "keys.h" +#include "loaders.h" #include "maths.h" #include "primitives.h" #include "ral_types.h" @@ -32,8 +33,8 @@ int main() { // TODO: Move camera with model // --- Render Scene - Vec3 camera_pos = vec3(-8.0, 10.0, 0.); - Camera cam = Camera_Create(camera_pos, vec3_normalise(vec3_negate(camera_pos)), VEC3_Y, 45.0); + Vec3 camera_pos = vec3(0.0, 1.3, 3.0); + Camera cam = Camera_Create(camera_pos, VEC3_NEG_Z, VEC3_Y, 45.0); SetCamera(cam); // update the camera in RenderScene DirectionalLight sun = { @@ -72,11 +73,19 @@ int main() { .pbr_normal_map = normal_map, .pbr_ao_map = ao_map }; + // ModelHandle cube_handle = ModelLoad_gltf("assets/models/gltf/Cube/glTF/Cube.gltf", false); + ModelHandle cube_handle = ModelLoad_gltf("../../assets/prototyper/prototyper_m.gltf", false); + Model* Cube = MODEL_GET(cube_handle); + RenderEnt cube_r = { .mesh = &Cube->meshes->data[0], + .material = &Cube->materials->data[0], + .affine = mat4_ident(), + .casts_shadows = true }; + RenderEnt crate_renderable = { .mesh = &crate_mesh, .material = &crate_mat, .affine = mat4_scale(3.0), .casts_shadows = true }; - RenderEnt entities[] = { crate_renderable }; + RenderEnt entities[] = { cube_r, crate_renderable }; size_t entity_count = 1; // --- Transforms @@ -84,10 +93,6 @@ int main() { // TODO: parent camera to model - to start with I can just manually update it every frame // TODO: query joints of the gltf to get the hand bone to parent a sword to - // RenderEnt player_r = { .model = player_model, .affine = mat4_ident(), .casts_shadows = true }; - - // RenderEnt entities[] = { player_r }; - bool draw_debug = true; while (!ShouldExit()) { @@ -103,7 +108,6 @@ int main() { Shadow_Run(entities, entity_count); - /* if (draw_debug) { // draw the player model with shadows Render_RenderEntities(entities, entity_count); @@ -112,7 +116,7 @@ int main() { } else { Shadow_DrawDebugQuad(); } - */ + Terrain_Draw(terrain); // END Draw calls |