summaryrefslogtreecommitdiff
path: root/examples/gltf_loading/ex_gltf_loading.c
blob: 867ddb2dda0084b330b1cb9f8191d9ed453b668e (plain)
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
74
75
76
77
78
79
#include <glfw3.h>

#include "camera.h"
#include "core.h"
#include "loaders.h"
#include "maths.h"
#include "maths_types.h"
#include "render.h"
#include "render_types.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() {
  double currentFrame = glfwGetTime();
  double lastFrame = currentFrame;
  double deltaTime;

  core* core = core_bringup();

  model_handle cube_handle =
      model_load_gltf(core, "assets/models/gltf/DamagedHelmet/glTF/DamagedHelmet.gltf", false);
  // model_handle cube_handle = model_load_gltf(core, "assets/models/gltf/scifi_girl/scene.gltf",
  // false);
  model* cube = &core->models->data[cube_handle.raw];
  model_upload_meshes(&core->renderer, cube);

  vec3 camera_pos = vec3(5., 0., 0.);
  vec3 camera_front = vec3_normalise(vec3_negate(camera_pos));
  camera cam = camera_create(camera_pos, camera_front, VEC3_NEG_Z, deg_to_rad(45.0));
  // 4. create lights

  // directional (sun) light setup
  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]));

  while (!glfwWindowShouldClose(core->renderer.window)) {
    currentFrame = glfwGetTime();
    deltaTime = currentFrame - lastFrame;
    lastFrame = currentFrame;
    input_update(&core->input);
    // threadpool_process_results(&core->threadpool, 1);

    render_frame_begin(&core->renderer);

    // Draw the model
    static f32 angle = 0.0;
    static f32 rot_speed = 0.5;
    quat rot = quat_from_axis_angle(VEC3_Z, fmod(angle, TAU), true);
    angle += (rot_speed * deltaTime);
    transform model_tf = transform_create(vec3(0.0, 0.1, -0.1), rot,
                                          1.8);  // make the backpack a bit bigger
    draw_model(&core->renderer, &cam, cube, model_tf, &our_scene);

    render_frame_end(&core->renderer);
  }

  return 0;
}