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-rw-r--r--examples/obj_loading/ex_obj_loading.c71
1 files changed, 71 insertions, 0 deletions
diff --git a/examples/obj_loading/ex_obj_loading.c b/examples/obj_loading/ex_obj_loading.c
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+++ b/examples/obj_loading/ex_obj_loading.c
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+#include <glfw3.h>
+#include <string.h>
+
+#include "camera.h"
+#include "core.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() {
+ core* core = core_bringup();
+
+ // --- Set up our scene
+
+ // 1. load model from disk
+ model_handle backpack_handle =
+ model_load_obj(core, "assets/models/obj/backpack/backpack.obj", true);
+ model* backpack = &core->models->data[backpack_handle.raw];
+ // 2. upload vertex data to gpu
+ model_upload_meshes(&core->renderer, backpack);
+ // 3. create a camera
+ vec3 camera_pos = vec3(3., 4., 10.);
+ vec3 camera_front = vec3_normalise(vec3_negate(camera_pos));
+ camera cam = camera_create(camera_pos, camera_front, VEC3_Y, 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]));
+
+ // --- Enter Main loop
+ while (!glfwWindowShouldClose(core->renderer.window)) {
+ input_update(&core->input);
+ threadpool_process_results(&core->threadpool, 1);
+
+ render_frame_begin(&core->renderer);
+
+ // Draw the backpack
+ transform model_tf =
+ transform_create(VEC3_ZERO, quat_ident(), 2.0); // make the backpack a bit bigger
+ draw_model(&core->renderer, &cam, backpack, model_tf, &our_scene);
+
+ render_frame_end(&core->renderer);
+ }
+
+ return 0;
+}