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#include <glfw3.h>
#include "animation.h"
#include "camera.h"
#include "core.h"
#include "loaders.h"
#include "log.h"
#include "maths.h"
#include "maths_types.h"
#include "render.h"
#include "render_types.h"
extern core g_core;
#define MODEL_GET(h) (model_pool_get(&g_core.models, 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_bringup();
model_handle helmet_handle =
model_load_gltf("assets/models/gltf/DamagedHelmet/glTF/DamagedHelmet.gltf", false);
INFO("GLTF loaded successfully!");
model* helmet = MODEL_GET(helmet_handle);
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;
scene_init(&our_scene);
memcpy(&our_scene.point_lights, &point_lights, sizeof(point_light[4]));
our_scene.point_lights_count = 4;
our_scene.dir_light = dir_light;
while (!should_exit(&g_core)) {
input_update(&g_core.input);
currentFrame = glfwGetTime();
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
render_frame_begin(&g_core.renderer);
// Draw the model
static f32 angle = 0.0, 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);
mat4 model = transform_to_mat(&model_tf);
draw_mesh(&helmet->meshes->data[0], &model, &cam);
render_frame_end(&g_core.renderer);
}
renderer_shutdown(&g_core.renderer);
return 0;
}
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