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-rw-r--r--examples/game_demo/game_demo.c24
1 files changed, 20 insertions, 4 deletions
diff --git a/examples/game_demo/game_demo.c b/examples/game_demo/game_demo.c
index 2d0c11c..88de681 100644
--- a/examples/game_demo/game_demo.c
+++ b/examples/game_demo/game_demo.c
@@ -77,8 +77,8 @@ int main() {
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/models/gltf/DamagedHelmet/glTF/DamagedHelmet.gltf", false);
- ModelLoad_gltf("../../assets/prototyper/prototyper_m.gltf", false);
+ ModelLoad_gltf("assets/models/gltf/DamagedHelmet/glTF/DamagedHelmet.gltf", false);
+ // ModelLoad_gltf("../../assets/prototyper/prototyper_m.gltf", false);
RenderEnt_darray* render_entities = RenderEnt_darray_new(1);
@@ -113,8 +113,24 @@ int main() {
// 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);
- Immdraw_Cone(transform_create(VEC3_ZERO, quat_ident(), vec3(1.0, 2.0, 1.0)),
- vec4(1.0, 1.0, 1.0, 1.0), true);
+ f32 thickness = 0.1;
+ // Y Axis (blue)
+ Immdraw_Cone(transform_create(vec3(0.0, 2.0, 0.0), quat_ident(), vec3(0.3, 1.0, 0.3)),
+ vec4(0.0, 0.0, 1.0, 1.0), false);
+ Immdraw_Cylinder(transform_create(VEC3_ZERO, quat_ident(), vec3(thickness, 1.1, thickness)), vec4(0.0, 0.0, 1.0, 1.0),
+ false);
+
+ // X Axis (green)
+ Immdraw_Cone(transform_create(vec3(2.0, 0.0, 0.0), quat_from_axis_angle(VEC3_Z, HALF_PI, true), vec3(0.3, 1.0, 0.3)),
+ vec4(0.0, 1.0, 0.0, 1.0), false);
+ Immdraw_Cylinder(transform_create(VEC3_ZERO, quat_from_axis_angle(VEC3_Z, HALF_PI, true), vec3(thickness, 1.1, thickness)), vec4(0.0, 1.0, 0.0, 1.0),
+ false);
+
+ // Z Axis (red)
+ Immdraw_Cone(transform_create(vec3(0.0, 0.0, 2.0), quat_from_axis_angle(VEC3_X, -HALF_PI, true), vec3(0.3, 1.0, 0.3)),
+ vec4(1.0, 0.0, 0.0, 1.0), false);
+ Immdraw_Cylinder(transform_create(VEC3_ZERO, quat_from_axis_angle(VEC3_X, -HALF_PI, true), vec3(thickness, 1.1, thickness)), vec4(1.0, 0.0, 0.0, 1.0),
+ false);
if (draw_debug) {
// draw the player model with shadows