#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" extern core g_core; #define MODEL_GET(h) (model_pool_get(&g_core.models, 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_bringup(); model_handle helmet_handle = model_load_gltf("assets/models/gltf/DamagedHelmet/glTF/DamagedHelmet.gltf", false); INFO("GLTF loaded successfully!"); model* helmet = MODEL_GET(helmet_handle); 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 (!should_exit(&g_core)) { input_update(&g_core.input); currentFrame = glfwGetTime(); deltaTime = currentFrame - lastFrame; lastFrame = currentFrame; render_frame_begin(&g_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); mat4 model = transform_to_mat(&model_tf); draw_mesh(&helmet->meshes->data[0], &model); render_frame_end(&g_core.renderer); } renderer_shutdown(&g_core.renderer); return 0; }