summaryrefslogtreecommitdiff
path: root/examples/obj_loading/ex_obj_loading.c
diff options
context:
space:
mode:
Diffstat (limited to 'examples/obj_loading/ex_obj_loading.c')
-rw-r--r--examples/obj_loading/ex_obj_loading.c74
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;
-}