#include #include "animation.h" #include "camera.h" #include "core.h" #include "input.h" #include "keys.h" #include "log.h" #include "maths.h" #include "maths_types.h" #include "primitives.h" #include "render.h" #include "render_backend.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]; typedef struct game_state { camera camera; vec3 camera_euler; bool first_mouse_update; // so the camera doesnt lurch when you run the first // process_camera_rotation } game_state; void update_camera_rotation(input_state* input, game_state* game, camera* cam); int main() { double currentFrame = glfwGetTime(); double lastFrame = currentFrame; double deltaTime; core* core = core_bringup(); model_handle animated_cube_handle = model_load_gltf(core, "assets/models/gltf/AnimatedCube/glTF/AnimatedCube.gltf", false); model* cube = &core->models->data[animated_cube_handle.raw]; model_upload_meshes(&core->renderer, cube); 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 } }; 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])); vec3 cam_pos = vec3_create(5, 5, 5); game_state game = { .camera = camera_create(cam_pos, vec3_negate(cam_pos), VEC3_Y, deg_to_rad(45.0)), .camera_euler = vec3_create(90, 0, 0), .first_mouse_update = true, }; print_vec3(game.camera.front); // Main loop const f32 camera_lateral_speed = 0.2; const f32 camera_zoom_speed = 0.15; // animation animation_clip track = cube->animations->data[0]; f64 total_time = 0.0; while (!should_exit(core)) { input_update(&core->input); currentFrame = glfwGetTime(); deltaTime = currentFrame - lastFrame; total_time += deltaTime * 0.00001; f64 t = fmod(total_time * 1000.0, 1.0); INFO("Total time: %f", t); vec3 translation = VEC3_ZERO; if (key_is_pressed(KEYCODE_W) || key_is_pressed(KEYCODE_KEY_UP)) { translation = vec3_mult(game.camera.front, camera_zoom_speed); } else if (key_is_pressed(KEYCODE_S) || key_is_pressed(KEYCODE_KEY_DOWN)) { translation = vec3_mult(game.camera.front, -camera_zoom_speed); } else if (key_is_pressed(KEYCODE_A) || key_is_pressed(KEYCODE_KEY_LEFT)) { vec3 lateral = vec3_normalise(vec3_cross(game.camera.front, game.camera.up)); translation = vec3_mult(lateral, -camera_lateral_speed); } else if (key_is_pressed(KEYCODE_D) || key_is_pressed(KEYCODE_KEY_RIGHT)) { vec3 lateral = vec3_normalise(vec3_cross(game.camera.front, game.camera.up)); translation = vec3_mult(lateral, camera_lateral_speed); } game.camera.position = vec3_add(game.camera.position, translation); // UNUSED: threadpool_process_results(&core->threadpool, 1); render_frame_begin(&core->renderer); mat4 model = mat4_translation(VEC3_ZERO); quat rot = animation_sample(track.rotation, t).rotation; // quat rot = quat_ident(); transform tf = transform_create(VEC3_ZERO, rot, 1.0); draw_model(&core->renderer, &game.camera, cube, tf, &our_scene); // gfx_backend_draw_frame(&core->renderer, &game.camera, model, NULL); render_frame_end(&core->renderer); } INFO("Shutting down"); model_destroy(cube); core_shutdown(core); return 0; }