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Diffstat (limited to 'examples/obj_loading/ex_obj_loading.c')
-rw-r--r-- | examples/obj_loading/ex_obj_loading.c | 74 |
1 files changed, 0 insertions, 74 deletions
diff --git a/examples/obj_loading/ex_obj_loading.c b/examples/obj_loading/ex_obj_loading.c deleted file mode 100644 index 906816b..0000000 --- a/examples/obj_loading/ex_obj_loading.c +++ /dev/null @@ -1,74 +0,0 @@ -#include <assert.h> -#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]; - assert(backpack->meshes->data->is_skinned == false); - // 2. upload vertex data to gpu - model_upload_meshes(&core->renderer, backpack); - // 3. create a camera - vec3 camera_pos = vec3(3., 2., 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 (!should_exit(core)) { - input_update(&core->input); - threadpool_process_results(&core->threadpool, 1); - - render_frame_begin(&core->renderer); - - // Draw the backpack - transform model_tf = transform_create(vec3(0.0, -0.4, 0.0), quat_ident(), - 1.8); // make the backpack a bit bigger - mat4 model_matrix = transform_to_mat(&model_tf); - draw_model(&core->renderer, &cam, backpack, &model_matrix, &our_scene); - - render_frame_end(&core->renderer); - } - - return 0; -} |