#include #include #include #include "camera.h" #include "core.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() { core* core = core_bringup(); // --- Set up our scene // 1. load model from disk model_handle backpack_handle = model_load_obj(core, "assets/models/obj/backpack/backpack.obj", true); model* backpack = &core->models->data[backpack_handle.raw]; assert(backpack->meshes->data->is_skinned == false); // 2. upload vertex data to gpu model_upload_meshes(&core->renderer, backpack); // 3. create a camera vec3 camera_pos = vec3(3., 2., 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 (!should_exit(core)) { input_update(&core->input); threadpool_process_results(&core->threadpool, 1); render_frame_begin(&core->renderer); // Draw the backpack transform model_tf = transform_create(vec3(0.0, -0.4, 0.0), quat_ident(), 1.8); // make the backpack a bit bigger mat4 model_matrix = transform_to_mat(&model_tf); draw_model(&core->renderer, &cam, backpack, &model_matrix, &our_scene); render_frame_end(&core->renderer); } return 0; }