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/**
* @file scene.h
* @author your name (you@domain.com)
* @brief
* @version 0.1
* @date 2024-04-27
*
* @copyright Copyright (c) 2024
*
*/
#pragma once
#include "camera.h"
#include "defines.h"
#include "maths_types.h"
#include "render_types.h"
// typedef struct scene {
// // camera
// Camera camera;
// // lights
// DirectionalLight dir_light;
// PointLight point_lights[4];
// size_t point_lights_count;
// // geometry
// render_entity_darray* renderables;
// // TODO: tree - transform_hierarchy
// } scene;
// void scene_init(scene* s);
// void scene_free(scene* s);
// Simplified API - no scene pointer; gets and sets global scene
// Add/Remove objects from the scene
/* vec3 direction; */
/* vec3 ambient; */
/* vec3 diffuse; */
/* vec3 specular; */
// void scene_set_dir_light(directional_light light);
// void _scene_set_dir_light(vec3 ambient, vec3 diffuse, vec3 specular, vec3 direction);
// void scene_add_point_light(point_light light);
// void scene_add_model(model_handle model, transform3d transform);
// bool scene_remove_model(model_handle model);
// // Getter & Setters
// void scene_set_model_transform(model_handle model, transform3d new_transform);
// void scene_set_camera(vec3 pos, vec3 front);
/* // There can only be one heightmap terrain at a time right now. */
/* bool scene_add_heightmap(scene* s /\* TODO *\/); */
/* bool scene_delete_heightmap(scene* s); */
// TODO: functions to load and save scenes from disk
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