#include #include "camera.h" #include "core.h" #include "maths.h" #include "maths_types.h" #include "render.h" #include "render_types.h" int main() { core* core = core_bringup(); // --- Set up our scene // 1. load model from disk 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); // 3. create a camera 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)); // Main loop while (!glfwWindowShouldClose(core->renderer.window)) { input_update(&core->input); threadpool_process_results(&core->threadpool, 1); render_frame_begin(&core->renderer); // Draw the cube transform cube_tf = transform_create(VEC3_ZERO, quat_ident(), 2.5); // make the cube a bit bigger draw_model(&core->renderer, &cam, cube, cube_tf); render_frame_end(&core->renderer); } return 0; }