#include #include "core.h" #include "maths.h" #include "maths_types.h" #include "mem.h" #include "render.h" // #include "render_types.h" #include "transform_hierarchy.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 scene 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)); model_handle cube_handle = model_load_obj(core, "assets/models/obj/cube/cube.obj", true); model* cube = &core->models->data[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 } }; // 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])); // Create transform hierarchy transform_hierarchy* transform_tree = transform_hierarchy_create(); transform_node* root_node = transform_hierarchy_root_node(transform_tree); // Add nodes // -- 4 cubes transform cube1 = transform_create(vec3(0.0, -2.0, 0.0), quat_ident(), 0.8); transform cube2 = transform_create(vec3(0.0, 1.0, 0.0), quat_ident(), 1.0); transform cube3 = transform_create(vec3(0.0, 1.0, 0.0), quat_ident(), 1.0); transform cube4 = transform_create(vec3(0.0, 1.0, 0.0), quat_ident(), 1.0); transform_node* node1 = transform_hierarchy_add_node(root_node, cube_handle, cube1); transform_node* node2 = transform_hierarchy_add_node(node1, cube_handle, cube2); transform_node* node3 = transform_hierarchy_add_node(node2, cube_handle, cube3); transform_node* node4 = transform_hierarchy_add_node(node3, cube_handle, cube4); transform_hierarchy_debug_print(root_node, core); char* frame_allocator_storage = malloc(1024 * 1024 * 64); arena frame_arena = arena_create(frame_allocator_storage, 1024 * 1024 * 64); // Main loop while (!glfwWindowShouldClose(core->renderer.window)) { input_update(&core->input); threadpool_process_results(&core->threadpool, 1); render_frame_begin(&core->renderer); transform_hierarchy_propagate_transforms(transform_tree); // TODO: Add setters to transform API node1->tf.position.x += 0.004; node1->tf.is_dirty = true; draw_scene(&frame_arena, core->models, &core->renderer, &cam, transform_tree, &our_scene); render_frame_end(&core->renderer); arena_free_all(&frame_arena); } transform_hierarchy_free(transform_tree); return 0; }