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#include "scene.h"
#include "camera.h"
#include "core.h"
#include "log.h"
#include "maths.h"
#include "render_types.h"

extern Core g_core;

// void scene_init(scene *s) {
//   memset(s, 0, sizeof(scene));
//   s->renderables = render_entity_darray_new(10);
//   // default camera position - moved slightly along Z axis looking at 0,0,0
//   Vec3 cam_pos = vec3_create(0, 0, -5);
//   s->camera = Camera_Create(cam_pos, vec3_negate(cam_pos), VEC3_Y, deg_to_rad(45.0));
// }
// void scene_free(scene *s) { render_entity_darray_free(s->renderables); }

// void scene_set_dir_light(directional_light light) { g_core.default_scene.dir_light = light; }
// void scene_add_point_light(point_light light) {
//   scene s = g_core.default_scene;
//   if (s.point_lights_count == 4) {
//     WARN("Already 4 point lights, we can't add more.");
//   } else {
//     s.point_lights[s.point_lights_count] = light;
//     s.point_lights_count++;
//   }
// }
// void scene_add_model(model_handle model, transform3d transform) {
//   render_entity renderable = { .model = model, .tf = transform };
//   render_entity_darray_push(g_core.default_scene.renderables, renderable);
// }

// bool scene_remove_model(model_handle model) {
//   scene s = g_core.default_scene;
//   for (u32 i = 0; i <= s.renderables->len; i++) {
//     if (s.renderables->data[i].model.raw == model.raw) {
//       // TODO: add remove function to darray
//     }
//   }
//   return true;
// }

// void scene_set_model_transform(model_handle model, transform3d new_transform) {
//   scene s = g_core.default_scene;
//   for (u32 i = 0; i <= s.renderables->len; i++) {
//     if (s.renderables->data[i].model.raw == model.raw) {
//       s.renderables->data[i].tf = new_transform;
//     }
//   }
// }

// void scene_set_camera(vec3 pos, vec3 front) {
//   scene s = g_core.default_scene;
//   s.camera.position = pos;
//   s.camera.front = front;
// }