diff options
Diffstat (limited to 'examples/gltf_loading/ex_gltf_loading.c')
-rw-r--r-- | examples/gltf_loading/ex_gltf_loading.c | 76 |
1 files changed, 76 insertions, 0 deletions
diff --git a/examples/gltf_loading/ex_gltf_loading.c b/examples/gltf_loading/ex_gltf_loading.c index e69de29..0c47fec 100644 --- a/examples/gltf_loading/ex_gltf_loading.c +++ b/examples/gltf_loading/ex_gltf_loading.c @@ -0,0 +1,76 @@ +#include <glfw3.h> + +#include "camera.h" +#include "core.h" +#include "loaders.h" +#include "maths.h" +#include "maths_types.h" +#include "render.h" +#include "render_types.h" + +const vec3 pointlight_positions[4] = { + { 0.7, 0.2, 2.0 }, + { 2.3, -3.3, -4.0 }, + { -4.0, 2.0, -12.0 }, + { 0.0, 0.0, -3.0 }, +}; +point_light point_lights[4]; + +int main() { + double currentFrame = glfwGetTime(); + double lastFrame = currentFrame; + double deltaTime; + + core* core = core_bringup(); + + model_handle helmet_handle = + model_load_gltf(core, "assets/models/gltf/DamagedHelmet/glTF/DamagedHelmet.gltf", false); + model* helmet = &core->models->data[helmet_handle.raw]; + model_upload_meshes(&core->renderer, helmet); + + vec3 camera_pos = vec3(5., 0., 0.); + vec3 camera_front = vec3_normalise(vec3_negate(camera_pos)); + camera cam = camera_create(camera_pos, camera_front, VEC3_NEG_Z, deg_to_rad(45.0)); + // 4. create lights + + // directional (sun) light setup + directional_light dir_light = { .direction = (vec3){ -0.2, -1.0, -0.3 }, + .ambient = (vec3){ 0.2, 0.2, 0.2 }, + .diffuse = (vec3){ 0.5, 0.5, 0.5 }, + .specular = (vec3){ 1.0, 1.0, 1.0 } }; + // point lights setup + for (int i = 0; i < 4; i++) { + point_lights[i].position = pointlight_positions[i]; + point_lights[i].ambient = (vec3){ 0.05, 0.05, 0.05 }; + point_lights[i].diffuse = (vec3){ 0.8, 0.8, 0.8 }; + point_lights[i].specular = (vec3){ 1.0, 1.0, 1.0 }; + point_lights[i].constant = 1.0; + point_lights[i].linear = 0.09; + point_lights[i].quadratic = 0.032; + } + + scene our_scene = { .dir_light = dir_light, .n_point_lights = 4 }; + memcpy(&our_scene.point_lights, &point_lights, sizeof(point_light[4])); + + while (!glfwWindowShouldClose(core->renderer.window)) { + currentFrame = glfwGetTime(); + deltaTime = currentFrame - lastFrame; + lastFrame = currentFrame; + input_update(&core->input); + + render_frame_begin(&core->renderer); + + // Draw the model + static f32 angle = 0.0; + static f32 rot_speed = 0.5; + quat rot = quat_from_axis_angle(VEC3_Z, fmod(angle, TAU), true); + angle += (rot_speed * deltaTime); + transform model_tf = transform_create(vec3(0.0, 0.1, -0.1), rot, 1.8); + mat4 model = transform_to_mat(&model_tf); + draw_model(&core->renderer, &cam, helmet, &model, &our_scene); + + render_frame_end(&core->renderer); + } + + return 0; +} |