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#include <glfw3.h>
#include "core.h"
#include "render.h"
#include "render_types.h"
#include "maths_types.h"
#include "maths.h"
#include "transform_hierarchy.h"
int main() {
core* core = core_bringup();
// Set up scene
vec3 camera_pos = vec3(3., 4., 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));
model_handle cube_handle =
model_load_obj(core, "assets/models/obj/cube/cube.obj", true);
model* cube = &core->models->data[cube_handle.raw];
// 2. upload vertex data to gpu
model_upload_meshes(&core->renderer, cube);
// Create transform hierarchy
transform_hierarchy* transform_tree = transform_hierarchy_create();
transform_node* root_node = transform_hierarchy_root_node(transform_tree);
// Add nodes
// -- 4 cubes
transform cube1 = transform_create(vec3(-2.0, -2.0, -2.0), quat_ident(), 2.0);
transform cube2 = transform_create(vec3(2.0, 2.0, 2.0), quat_ident(), 2.0);
transform_hierarchy_add_node(root_node, cube_handle, cube1);
transform_hierarchy_add_node(root_node, cube_handle, cube2);
// Main loop
while (!glfwWindowShouldClose(core->renderer.window)) {
input_update(&core->input);
threadpool_process_results(&core->threadpool, 1);
render_frame_begin(&core->renderer);
// insert work here
render_frame_end(&core->renderer);
}
transform_hierarchy_free(transform_tree);
return 0;
}
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