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#include <assert.h>
#include <glfw3.h>
#include <string.h>
#include "camera.h"
#include "core.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() {
core* core = core_bringup();
// --- Set up our scene
// 1. load model from disk
model_handle backpack_handle =
model_load_obj(core, "assets/models/obj/backpack/backpack.obj", true);
model* backpack = &core->models->data[backpack_handle.raw];
assert(backpack->meshes->data->is_skinned == false);
// 2. upload vertex data to gpu
model_upload_meshes(&core->renderer, backpack);
// 3. create a camera
vec3 camera_pos = vec3(3., 2., 10.);
vec3 camera_front = vec3_normalise(vec3_negate(camera_pos));
camera cam = camera_create(camera_pos, camera_front, VEC3_Y, 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]));
// --- Enter Main loop
while (!should_exit(core)) {
input_update(&core->input);
threadpool_process_results(&core->threadpool, 1);
render_frame_begin(&core->renderer);
// Draw the backpack
transform model_tf = transform_create(vec3(0.0, -0.4, 0.0), quat_ident(),
1.8); // make the backpack a bit bigger
mat4 model_matrix = transform_to_mat(&model_tf);
draw_model(&core->renderer, &cam, backpack, &model_matrix, &our_scene);
render_frame_end(&core->renderer);
}
return 0;
}
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