#include #include #include "../example_scene.h" #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" 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 handle = model_load_gltf(core, "assets/models/gltf/SimpleSkin/glTF/SimpleSkin.gltf", false); model* simple_skin = &core->models->data[handle.raw]; // Okay, right here we've loaded the model. let's assert some facts assert(simple_skin->animations->len == 1); assert(simple_skin->animations->data[0].rotation != NULL); assert(simple_skin->animations->data[0].translation == NULL); assert(simple_skin->animations->data[0].scale == NULL); mesh* m = &simple_skin->meshes->data[0]; assert(m->is_skinned); assert(m->bones->len == 2); // 1 root and 1 extra joint model_upload_meshes(&core->renderer, simple_skin); scene our_scene = make_default_scene(); vec3 cam_pos = vec3_create(0, 5, 8); 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 = 0.10; // 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; lastFrame = currentFrame; // total_time += deltaTime; // printf("delta time %f\n", deltaTime); // f64 t = fmod(total_time, 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); 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_skinned_model(&core->renderer, &game.camera, simple_skin, tf, &our_scene); // gfx_backend_draw_frame(&core->renderer, &game.camera, model, NULL); render_frame_end(&core->renderer); } INFO("Shutting down"); model_destroy(simple_skin); core_shutdown(core); return 0; }