diff options
Diffstat (limited to 'demo.c')
-rw-r--r-- | demo.c | 122 |
1 files changed, 57 insertions, 65 deletions
@@ -10,16 +10,12 @@ float cameraSpeed = 3.0; float camera_roll_speed = 1.0; const float cameraMouseSensitivity = 0.1; -honey_mesh cube; -mat4 model; -honey_shader cube_shader; -honey_texture container; -honey_texture happy_face; - honey_mesh light_cube; -vec3 ambient_color = { 0, 0.2, 0.2 }; -vec3 light_color = { 1, 1, 1 }; -vec3 light_position = { 2, 2, 2 }; +vec3 ambient_color = { 0.3, 0.3, 0.3 }; +honey_point_light light; + +honey_directional_light sun; + mat4 light_model; honey_shader light_shader; @@ -27,6 +23,11 @@ honey_model suzanne; mat4 suzanne_model; honey_texture suzanne_tex; +honey_model sphere; +honey_shader sphere_shader; +mat4 model; +honey_texture sphere_tex; + bool wireframe = false; /* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */ @@ -76,8 +77,6 @@ void toggle_wireframe(void* data, int action) { void update(float dt) { glfwPollEvents(); - //glm_rotate_x(model, glm_rad(10*dt), model); - if (honey_key_down(HONEY_KEY_ESCAPE)) { glfwSetWindowShouldClose(window, true); } @@ -118,23 +117,22 @@ void draw() { } honey_camera_calculate_view(&camera); - honey_shader_set_mat4(cube_shader, "view", camera.view); - honey_shader_set_mat4(cube_shader, "model", model); + honey_shader_set_mat4(sphere_shader, "view", camera.view); + honey_shader_set_mat4(sphere_shader, "model", model); mat4 normal4; mat3 normal; glm_mat4_copy(model, normal4); glm_mat4_inv_fast(normal4, normal4); glm_mat4_pick3t(normal4, normal); - honey_shader_set_mat3(cube_shader, "normal_mat", normal); + honey_shader_set_mat3(sphere_shader, "normal_mat", normal); honey_shader_set_mat4(light_shader, "view", camera.view); honey_shader_set_mat4(light_shader, "model", light_model); - honey_texture_use(suzanne_tex, 0); - honey_texture_use(happy_face, 1); + honey_texture_use(sphere_tex, 0); - //honey_mesh_draw(cube, cube_shader); - honey_model_draw(&suzanne, cube_shader); + //honey_mesh_draw(cube, sphere_shader); + honey_model_draw(&sphere, sphere_shader); honey_mesh_draw(light_cube, light_shader); glfwSwapBuffers(window); @@ -150,19 +148,11 @@ int main() { honey_key_bind(HONEY_KEY_F, toggle_wireframe, NULL); - /* load container texture */ - if (honey_texture_new(&container, "container.jpg", false) != TEXTURE_OK) { - return 1; - } - - /* load happy face texture */ - if (honey_texture_new(&happy_face, "happy.png", true) != TEXTURE_OK) { - return 1; - } - - honey_texture_new(&suzanne_tex, "Suzanne-tex.png", true); + /* load model */ + honey_texture_new(&sphere_tex, "sphere-tex.png", true); + honey_model_load(&sphere, "sphere.obj"); - honey_error result = honey_shader_load(&cube_shader, "demo.vs", "demo.fs"); + honey_error result = honey_shader_load(&sphere_shader, "demo.vs", "cel.fs"); if (result != HONEY_OK) { char error_message[3*HONEY_ERROR_DATA_STRING_LENGTH]; honey_human_readable_error(error_message, result); @@ -170,29 +160,17 @@ int main() { return 1; } - if (honey_shader_load(&light_shader, "light.vs", "light.fs") != HONEY_OK) { - return 1; - } + honey_shader_load(&light_shader, "light.vs", "light.fs"); - if (honey_mesh_new_textured_cube(&cube, 1, 1, 1) != MESH_OK) { - fprintf(stderr, "Failed to load cube\n"); - return 1; - } + honey_mesh_new_cube(&light_cube, 0.1,0.1,0.1); - if (honey_mesh_new_cube(&light_cube, 0.1, 0.1, 0.1) != MESH_OK) { - return 1; - } + sun.direction[0] = 0; + sun.direction[1] = -1; + sun.direction[0] = 0; - result = honey_model_load(&suzanne, "Suzanne.obj"); - if (result != HONEY_OK) { - char error_message[3*HONEY_ERROR_DATA_STRING_LENGTH]; - honey_human_readable_error(error_message, result); - fprintf(stderr, "%s\n", error_message); - return 1; - } - - glm_mat4_identity(light_model); - glm_translate(light_model, light_position); + sun.color[0] = 1; + sun.color[1] = 1; + sun.color[2] = 1; glm_mat4_identity(model); @@ -208,25 +186,37 @@ int main() { camera_aspect_ratio, camera_near, camera_far, camera_fov); - /* set cube_shader uniforms */ - honey_shader_set_int(cube_shader, "box_texture", 0); - honey_shader_set_int(cube_shader, "happy_texture", 1); - honey_shader_set_vec3(cube_shader, "light_color", light_color); - honey_shader_set_vec3(cube_shader, "light_position", light_position); - honey_shader_set_vec3(cube_shader, "ambient_color", ambient_color); - - honey_shader_set_mat4(cube_shader, "model", model); + + /* set sphere_shader uniforms */ + honey_shader_set_int(sphere_shader, "tex", 0); + + honey_shader_set_int (sphere_shader, "n_point_lights", 1); + honey_shader_set_int (sphere_shader, "n_directional_lights", 1); + + honey_point_light_new(&light, + 2, 2, 2, /* position */ + 1, 1, 1, /* color */ + 1, 0, 0); /* attenuation */ + + glm_mat4_identity(light_model); + glm_translate(light_model, light.position); + + honey_shader_set_point_light(sphere_shader, 0, light); + honey_shader_set_directional_light(sphere_shader, 0, sun); + honey_shader_set_vec3(sphere_shader, "ambient_color", ambient_color); + + honey_shader_set_mat4(sphere_shader, "model", model); mat4 normal4; mat3 normal; glm_mat4_copy(model, normal4); glm_mat4_inv_fast(normal4, normal4); glm_mat4_pick3t(normal4, normal); - honey_shader_set_mat3(cube_shader, "normal_mat", normal); - honey_shader_set_mat4(cube_shader, "view", camera.view); - honey_shader_set_mat4(cube_shader, "projection", camera.projection); + honey_shader_set_mat3(sphere_shader, "normal_mat", normal); + honey_shader_set_mat4(sphere_shader, "view", camera.view); + honey_shader_set_mat4(sphere_shader, "projection", camera.projection); /* set light_shader uniforms */ - honey_shader_set_vec3(light_shader, "light_color", light_color); + honey_shader_set_vec3(light_shader, "light_color", light.color); honey_shader_set_mat4(light_shader, "model", light_model); honey_shader_set_mat4(light_shader, "view", camera.view); @@ -241,9 +231,11 @@ int main() { honey_run(window); - honey_mesh_delete(cube); - honey_model_delete(&suzanne); - honey_shader_delete(cube_shader); + honey_model_delete(&sphere); + honey_shader_delete(sphere_shader); + + honey_mesh_delete(light_cube); + honey_shader_delete(light_shader); honey_quit(); |