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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;
// }
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