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use std::{
ffi::CString,
fs::{self, File},
io::Write,
path::Path,
ptr::{self, addr_of_mut},
};
use egui_backend::egui::{vec2, Pos2, Rect};
use egui_glfw as egui_backend;
use egui_glfw::glfw::{fail_on_errors, Context};
use egui_glfw::glfw;
use celeritas::*;
use ffi::*;
fn main() {
unsafe {
let p: *mut GLFWwindow = ptr::null_mut();
Core_Bringup(p);
// let core = get_global_core();
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 mut 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 scene = SerializableScene {
sun: DirectionalLight {
direction: Vec3 {
x: 0.0,
y: 1.0,
z: 0.0,
},
ambient: Vec3 {
x: 1.0,
y: 1.0,
z: 1.0,
},
diffuse: Vec3 {
x: 1.0,
y: 1.0,
z: 1.0,
},
specular: Vec3 {
x: 0.0,
y: 0.0,
z: 0.0,
},
},
point_lights: [None, None, None, None],
camera_orientation: (camera_pos, camera_front),
models: vec![],
};
let scene_path = Path::new("default_scene.json");
scene.store_to_file(scene_path);
let rehydrated_scene = SerializableScene::load_from_file(scene_path);
dbg!(&rehydrated_scene);
}
}
|