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path: root/examples/primitives/ex_primitives.c
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#include <glfw3.h>

#include "buf.h"
#include "camera.h"
#include "core.h"
#include "file.h"
#include "log.h"
#include "maths.h"
#include "maths_types.h"
#include "mem.h"
#include "primitives.h"
#include "ral.h"
#include "ral_types.h"
#include "render.h"
#include "render_types.h"

extern core g_core;

int main() {
  core_bringup();
  arena scratch = arena_create(malloc(1024 * 1024), 1024 * 1024);

  vec3 camera_pos = vec3(3.0, 2., 6.);
  vec3 camera_front = vec3_normalise(vec3_negate(camera_pos));
  camera cam = camera_create(camera_pos, camera_front, VEC3_Y, deg_to_rad(45.0));

  geometry_data cube_data = geo_create_cuboid(f32x3(1, 1, 1));
  mesh cube = mesh_create(&cube_data, false);

  geometry_data sphere_data = geo_create_uvsphere(1.0, 8, 8);
  mesh sphere = mesh_create(&sphere_data, false);

  geometry_data plane_data = geo_create_plane(f32x2(6, 4));
  mesh plane = mesh_create(&plane_data, false);

  // FIXME: // Texture
  // texture_data tex_data = texture_data_load("assets/textures/texture.jpg", false);
  // texture_handle texture = texture_data_upload(tex_data, true);

  g_core.renderer.static_opaque_pipeline.wireframe = true;

  static f32 theta = 0.0;

  // Main loop
  while (!should_exit(&g_core)) {
    input_update(&g_core.input);

    render_frame_begin(&g_core.renderer);

    // theta += 0.01;
    transform transform = { .position = vec3(0.0, 0.0, 0.0),
                            .rotation = quat_from_axis_angle(VEC3_Y, theta, true),
                            .scale = 1.0 };

    mat4 sphere_model = transform_to_mat(&transform);
    mat4 cube_model = mat4_translation(vec3(-2., 0, 0));
    mat4 plane_model = mat4_translation(vec3(0, -2, 0));
    draw_mesh(&cube, &cube_model, &cam);
    draw_mesh(&sphere, &sphere_model, &cam);
    draw_mesh(&plane, &plane_model, &cam);

    render_frame_end(&g_core.renderer);
  }

  renderer_shutdown(&g_core.renderer);

  return 0;
}