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-rw-r--r--examples/transforms/ex_transforms.c49
1 files changed, 42 insertions, 7 deletions
diff --git a/examples/transforms/ex_transforms.c b/examples/transforms/ex_transforms.c
index edb1c21..b11fbc7 100644
--- a/examples/transforms/ex_transforms.c
+++ b/examples/transforms/ex_transforms.c
@@ -7,6 +7,14 @@
#include "maths.h"
#include "transform_hierarchy.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();
@@ -18,20 +26,43 @@ int main() {
model_handle cube_handle =
model_load_obj(core, "assets/models/obj/cube/cube.obj", true);
model* cube = &core->models->data[cube_handle.raw];
- // 2. upload vertex data to gpu
model_upload_meshes(&core->renderer, cube);
+ 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]));
+
// Create transform hierarchy
transform_hierarchy* transform_tree = transform_hierarchy_create();
transform_node* root_node = transform_hierarchy_root_node(transform_tree);
-
// Add nodes
// -- 4 cubes
- transform cube1 = transform_create(vec3(-2.0, -2.0, -2.0), quat_ident(), 2.0);
- transform cube2 = transform_create(vec3(2.0, 2.0, 2.0), quat_ident(), 2.0);
- transform_hierarchy_add_node(root_node, cube_handle, cube1);
- transform_hierarchy_add_node(root_node, cube_handle, cube2);
+ transform cube1 = transform_create(vec3(1.0, 1.0, 0.0), quat_ident(), 2.0);
+ transform cube2 = transform_create(vec3(1.0, -1.0, 0.0), quat_ident(), 2.0);
+ transform cube3 = transform_create(vec3(0.0, 1.0, 0.0), quat_ident(), 2.0);
+ transform cube4 = transform_create(vec3(0.0, -1.0, 0.0), quat_ident(), 2.0);
+ transform_node* node1 = transform_hierarchy_add_node(root_node, cube_handle, cube1);
+ transform_node* node2 = transform_hierarchy_add_node(root_node, cube_handle, cube2);
+
+ transform_node* node3 = transform_hierarchy_add_node(node1, cube_handle, cube3);
+ transform_node* node4 = transform_hierarchy_add_node(node2, cube_handle, cube4);
+ transform_hierarchy_debug_print(root_node, core);
+
// Main loop
while (!glfwWindowShouldClose(core->renderer.window)) {
@@ -39,8 +70,12 @@ int main() {
threadpool_process_results(&core->threadpool, 1);
render_frame_begin(&core->renderer);
+ transform_hierarchy_propagate_transforms(transform_tree);
- // insert work here
+ draw_model(&core->renderer, &cam, cube, &node1->world_matrix_tf, &our_scene);
+ draw_model(&core->renderer, &cam, cube, &node2->world_matrix_tf, &our_scene);
+ draw_model(&core->renderer, &cam, cube, &node3->world_matrix_tf, &our_scene);
+ draw_model(&core->renderer, &cam, cube, &node4->world_matrix_tf, &our_scene);
render_frame_end(&core->renderer);
}