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authoromniscient <17525998+omnisci3nce@users.noreply.github.com>2024-08-13 22:13:29 +1000
committeromniscient <17525998+omnisci3nce@users.noreply.github.com>2024-08-13 22:13:29 +1000
commitd4df846c97a7fd216748806abdb729a11a0ce2ec (patch)
treec466b49a356904842f7fb5b7df7c43adfa1b91d7 /examples
parent567d384b698151e287e31140709c93f1b92e6db4 (diff)
go
Diffstat (limited to 'examples')
-rw-r--r--examples/game_demo/game_demo.c8
-rw-r--r--examples/skinned_animation/ex_skinned_animation.c23
2 files changed, 22 insertions, 9 deletions
diff --git a/examples/game_demo/game_demo.c b/examples/game_demo/game_demo.c
index 65b31ba..919e306 100644
--- a/examples/game_demo/game_demo.c
+++ b/examples/game_demo/game_demo.c
@@ -107,10 +107,10 @@ 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(), vec3(1.0, 3.0, 1.0)),
- // vec4(1.0, 0.0, 0.0, 1.0), true);
- // Immdraw_Cuboid(transform_create(vec3(4.0, 0.0, 0.0), quat_ident(), vec3(3.0, 0.5, 3.0)),
- // vec4(1.0, 0.0, 0.0, 1.0), true);
+ Immdraw_Sphere(transform_create(VEC3_ZERO, quat_ident(), vec3(1.0, 3.0, 1.0)),
+ vec4(1.0, 0.0, 0.0, 1.0), true);
+ Immdraw_Cuboid(transform_create(vec3(4.0, 0.0, 0.0), quat_ident(), vec3(3.0, 0.5, 3.0)),
+ vec4(1.0, 0.0, 0.0, 1.0), true);
Immdraw_Bbox(transform_create(vec3(0.0, 0.0, 0.0), quat_ident(), vec3(2.0, 2.0, 2.0)),
vec4(0.0, 1.0, 0.0, 1.0), true);
diff --git a/examples/skinned_animation/ex_skinned_animation.c b/examples/skinned_animation/ex_skinned_animation.c
index 7a44160..f7db62e 100644
--- a/examples/skinned_animation/ex_skinned_animation.c
+++ b/examples/skinned_animation/ex_skinned_animation.c
@@ -1,6 +1,7 @@
#include <assert.h>
#include <glfw3.h>
+#include "animation.h"
#include "camera.h"
#include "core.h"
#include "loaders.h"
@@ -39,9 +40,9 @@ int main() {
// scene our_scene = make_default_scene();
- Vec3 cam_pos = vec3_create(0, 5, -8);
- Camera camera =
- Camera_Create(cam_pos, vec3_normalise(vec3_negate(cam_pos)), VEC3_Y, deg_to_rad(45.0));
+ Vec3 cam_pos = vec3_create(0, 1.2, 4);
+ Camera cam = Camera_Create(cam_pos, VEC3_NEG_Z, VEC3_Y, deg_to_rad(45.0));
+ SetCamera(cam);
// Main loop
const f32 camera_lateral_speed = 0.2;
@@ -71,10 +72,22 @@ int main() {
// Transform tf = transform_create(VEC3_ZERO, quat_ident(), 1.0);
// TODO: Drawing should still just use the PBR pipeline
- ModelExtractRenderEnts(rend_ents, handle, mat4_translation(vec3(0, -1, 0)), 0);
+ Mesh* m = Mesh_Get(simple_skin->meshes[0]);
+ RenderEnt render_ents[1] = {
+ (RenderEnt ){ .mesh = simple_skin->meshes[0],
+ .material = m->material,
+ .animation_clip = simple_skin->animations->data[0],
+ .is_playing = true,
+ .t = 0.0,
+ .affine = mat4_ident(),
+ .flags = 0 }
+ };
+ // ModelExtractRenderEnts(rend_ents, handle, mat4_translation(vec3(0, 0, 0)), 0);
// draw_skinned_model(&core->renderer, &game.camera, simple_skin, tf, &our_scene);
- Render_RenderEntities(rend_ents->data, rend_ents->len);
+ Render_RenderEntities(render_ents, 1);
+
+ // Animation_VisualiseJoints(&m->armature);
RenderEnt_darray_clear(rend_ents);