diff options
Diffstat (limited to 'examples')
-rw-r--r-- | examples/obj_loading/ex_obj_loading.c | 39 |
1 files changed, 36 insertions, 3 deletions
diff --git a/examples/obj_loading/ex_obj_loading.c b/examples/obj_loading/ex_obj_loading.c index bdadd7e..02ed606 100644 --- a/examples/obj_loading/ex_obj_loading.c +++ b/examples/obj_loading/ex_obj_loading.c @@ -1,4 +1,5 @@ #include <glfw3.h> +#include <string.h> #include "camera.h" #include "core.h" @@ -7,6 +8,14 @@ #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(); @@ -22,6 +31,30 @@ int main() { 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)) { @@ -30,10 +63,10 @@ int main() { render_frame_begin(&core->renderer); - // Draw the cube - transform cube_tf = + // 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, cube_tf); + draw_model(&core->renderer, &cam, backpack, model_tf, &our_scene); render_frame_end(&core->renderer); } |