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path: root/bindgen/rust/celeritas-sys/examples/main_loop.rs
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use std::{
    ffi::CString,
    ptr::{self, addr_of_mut},
};

use celeritas::*;

unsafe fn run_game() {
    // init
    let p: *mut GLFWwindow = ptr::null_mut();
    Core_Bringup(p);

    let core = get_global_core();
    let glfw_window_ptr = Core_GetGlfwWindowPtr(core);

    // cam pos: 18.871811 10.658584 11.643305 cam frontL -0.644326 -0.209243 -0.735569
    let camera_pos = Vec3 {
        x: 18.9,
        y: 10.6,
        z: 11.6,
    };
    let camera_front = Vec3 {
        x: -0.6,
        y: -0.2,
        z: -0.7,
    };
    let camera = Camera_Create(
        camera_pos,
        camera_front,
        Vec3 {
            x: 0.0,
            y: 1.0,
            z: 0.0,
        },
        45.0,
    );
    SetCamera(camera);

    let mut cube_geo = Geo_CreateCuboid(f32x3 {
        x: 2.0,
        y: 2.0,
        z: 2.0,
    });
    let mut crate_mesh = Mesh_Create(addr_of_mut!(cube_geo), false);
    let albedo_map = TextureLoadFromFile(
        CString::new("assets/demo/crate/Wood_Crate_001_basecolor.jpg")
            .unwrap()
            .as_ptr() as *const i8,
    );
    let roughness_map = TextureLoadFromFile(
        CString::new("assets/demo/crate/Wood_Crate_001_roughness.jpg")
            .unwrap()
            .as_ptr() as *const i8,
    );
    let normal_map = TextureLoadFromFile(
        CString::new("assets/demo/crate/Wood_Crate_001_normal.jpg")
            .unwrap()
            .as_ptr() as *const i8,
    );
    let ao_map = TextureLoadFromFile(
        CString::new("assets/demo/crate/Wood_Crate_001_ambientOcclusion.jpg")
            .unwrap()
            .as_ptr() as *const i8,
    );
    let name: [i8; 64] = [0; 64];
    let mut crate_mat = Material {
        name: name,
        kind: 0,
        param_albedo: Vec3 {
            x: 0.0,
            y: 0.0,
            z: 0.0,
        },
        param_metallic: 0.0,
        param_roughness: 0.0,
        param_ao: 0.0,
        pbr_albedo_map: albedo_map,
        pbr_normal_map: normal_map,
        metal_roughness_combined: true,
        pbr_metallic_map: TextureHandle { raw: 99999 },
        pbr_roughness_map: roughness_map,
        pbr_ao_map: ao_map,
    };
    let crate_renderent = RenderEnt {
        mesh: addr_of_mut!(crate_mesh),
        material: addr_of_mut!(crate_mat),
        affine: mat4_ident(),
        casts_shadows: true,
    };
    let mut render_entities: [RenderEnt; 1] = [crate_renderent];

    // main loop
    while !ShouldExit() {
        Frame_Begin();

        Render_RenderEntities(render_entities.as_mut_ptr(), render_entities.len());

        Frame_End();
    }
}

fn main() {
    println!("Running from Rust!");

    unsafe {
        run_game();
    }
}