#include #include "animation.h" #include "camera.h" #include "core.h" #include "loaders.h" #include "log.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() { double currentFrame = glfwGetTime(); double lastFrame = currentFrame; double deltaTime; core* core = core_bringup(); model_handle cube_handle = model_load_gltf(core, "assets/models/gltf/DamagedHelmet/glTF/DamagedHelmet.gltf", false); // model_handle cube_handle = model_load_gltf(core, "assets/models/gltf/scifi_girl/scene.gltf", // false); model* cube = &core->models->data[cube_handle.raw]; model_upload_meshes(&core->renderer, cube); vec3 camera_pos = vec3(5., 0., 0.); vec3 camera_front = vec3_normalise(vec3_negate(camera_pos)); camera cam = camera_create(camera_pos, camera_front, VEC3_NEG_Z, 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])); while (!glfwWindowShouldClose(core->renderer.window)) { currentFrame = glfwGetTime(); deltaTime = currentFrame - lastFrame; lastFrame = currentFrame; input_update(&core->input); // threadpool_process_results(&core->threadpool, 1); render_frame_begin(&core->renderer); // Draw the model static f32 angle = 0.0; static f32 rot_speed = 0.5; quat rot = quat_from_axis_angle(VEC3_Z, fmod(angle, TAU), true); angle += (rot_speed * deltaTime); transform model_tf = transform_create(vec3(0.0, 0.1, -0.1), rot, 1.8); // make the backpack a bit bigger draw_model(&core->renderer, &cam, cube, model_tf, &our_scene); render_frame_end(&core->renderer); } return 0; }