#include #include "core.h" #include "render.h" #include "render_types.h" #include "maths_types.h" #include "maths.h" #include "transform_hierarchy.h" 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]; // 2. upload vertex data to gpu model_upload_meshes(&core->renderer, cube); // 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(-2.0, -2.0, -2.0), quat_ident(), 2.0); transform cube2 = transform_create(vec3(2.0, 2.0, 2.0), quat_ident(), 2.0); transform_hierarchy_add_node(root_node, cube_handle, cube1); transform_hierarchy_add_node(root_node, cube_handle, cube2); // Main loop while (!glfwWindowShouldClose(core->renderer.window)) { input_update(&core->input); threadpool_process_results(&core->threadpool, 1); render_frame_begin(&core->renderer); // insert work here render_frame_end(&core->renderer); } transform_hierarchy_free(transform_tree); return 0; }