diff options
author | omniscient <17525998+omnisci3nce@users.noreply.github.com> | 2024-07-27 20:01:38 +1000 |
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committer | omniscient <17525998+omnisci3nce@users.noreply.github.com> | 2024-07-27 20:01:38 +1000 |
commit | f37e974a19fca37d0e7999c7ffc49dcbcd50b081 (patch) | |
tree | 7b0a0989840f146cff32902e73beeefed939d625 /examples | |
parent | 02fe2c010857e6c3734b3a354c4119f799947fc6 (diff) |
remove some models
Diffstat (limited to 'examples')
-rw-r--r-- | examples/game_demo/game_demo.c | 31 |
1 files changed, 8 insertions, 23 deletions
diff --git a/examples/game_demo/game_demo.c b/examples/game_demo/game_demo.c index 43ad91f..1bb2a63 100644 --- a/examples/game_demo/game_demo.c +++ b/examples/game_demo/game_demo.c @@ -77,27 +77,11 @@ int main() { crate_mat.base_colour = vec3(1.0, 1.0, 1.0); crate_mat.metallic = 0.0; MaterialHandle crate_mat_handle = Material_pool_insert(Render_GetMaterialPool(), &crate_mat); - // 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 proto_1 = { .mesh = Cube->meshes[0], - .material = Cube->materials[0], - .affine = mat4_ident(), - .flags = (REND_ENT_CASTS_SHADOWS | REND_ENT_VISIBLE) }; - RenderEnt proto_2 = { .mesh = Cube->meshes[1], - .material = Cube->materials[1], - .affine = mat4_ident(), - .flags = (REND_ENT_CASTS_SHADOWS | REND_ENT_VISIBLE) }; - - RenderEnt crate_renderable = { .mesh = crate_mesh_handle, - .material = crate_mat_handle, - .affine = mat4_scale(3.0), - .flags = (REND_ENT_CASTS_SHADOWS | REND_ENT_VISIBLE) }; - - RenderEnt entities[] = { proto_1, proto_2, crate_renderable }; - size_t entity_count = 2; - + ModelHandle cube_handle = ModelLoad_gltf("assets/models/gltf/DamagedHelmet/glTF/DamagedHelmet.gltf", false); + + RenderEnt_darray* render_entities = RenderEnt_darray_new(1); + // --- Transforms // TransformHierarchy* scene_tree = TransformHierarchy_Create(); // TODO: parent camera to model - to start with I can just manually update it every frame @@ -115,14 +99,15 @@ int main() { SetCamera(cam); // BEGIN Draw calls + RenderEnt_darray_clear(render_entities); // we re-extract every frame + Quat rot = quat_from_axis_angle(VEC3_X, -HALF_PI, true); + ModelExtractRenderEnts(render_entities, cube_handle, mat4_rotation(rot), REND_ENT_CASTS_SHADOWS); // Shadow_Run(entities, entity_count); - // printf("cam pos: %f %f %f cam frontL %f %f %f\n", cam.position.x, cam.position.y, - // cam.position.z, cam.front.x, cam.front.y, cam.front.z); if (draw_debug) { // draw the player model with shadows - Render_RenderEntities(entities, entity_count); + Render_RenderEntities(render_entities->data, render_entities->len); // Render_DrawTerrain(); Skybox_Draw(&skybox, cam); } else { |