1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
|
// Load a model
// Animate it
// Collide with the ground
// Have a skybox
#include <assert.h>
#include "camera.h"
#include "core.h"
#include "maths.h"
#include "render.h"
#include "render_scene.h"
#include "render_types.h"
#include "skybox.h"
#include "str.h"
#include "terrain.h"
#include "transform_hierarchy.h"
static const char* faces[6] = { "assets/demo/skybox/left.jpg", "assets/demo/skybox/right.jpg",
"assets/demo/skybox/front.jpg", "assets/demo/skybox/back.jpg",
"assets/demo/skybox/top.jpg", "assets/demo/skybox/bottom.jpg" };
int main() {
Core_Bringup();
Vec3 camera_pos = vec3(0.0, 4.0, 8.0);
Camera cam = Camera_Create(camera_pos, vec3_negate(camera_pos), VEC3_Y, 45.0);
SetCamera(cam); // update the camera in RenderScene
// TODO: Load humanoid model + weapon
// TODO: Animate it with WASD keys
// TODO: Skybox
// TODO: Add a ground terrain
// TODO: Move camera with model
// --- Terrain
Heightmap terrain = Heightmap_FromImage(str8("assets/demo/heightmap.png"));
Terrain_LoadHeightmap(terrain, true);
assert(Terrain_IsActive());
// --- Skybox
Skybox skybox = Skybox_Create(faces, 6);
// --- Models
ModelHandle player_model = ModelLoad("Player Model", "assets/demo/player.gltf");
ModelHandle sword_model = ModelLoad("Sword Model", "assets/demo/sword.gltf");
// --- Transforms
// TransformHierarchy* scene_tree = TransformHierarchy_Create();
// TODO: parent camera to model - to start with I can just manually update it every frame
// TODO: query joints of the gltf to get the hand bone to parent a sword to
RenderEnt player_r = { .model = player_model, .affine = mat4_ident(), .casts_shadows = true };
RenderEnt entities[] = { player_r };
while (!ShouldExit()) {
Frame_Begin();
// BEGIN Draw calls
// draw the player model with shadows
Render_RenderEntities(entities, 1);
Render_DrawTerrain();
Skybox_Draw(&skybox);
// END Draw calls
Frame_Draw();
Frame_End();
}
Core_Shutdown();
return 0;
}
|