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Reformat example code

This commit is contained in:
Joshua Goins 2022-08-15 11:08:00 -04:00
parent b00a39c474
commit 3c9835a662
2 changed files with 22 additions and 17 deletions

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@ -1,11 +1,11 @@
#include "example.hpp"
#include "platform.hpp"
#include "file.hpp"
#include "engine.hpp"
#include "scene.hpp"
#include "asset.hpp"
#include "engine.hpp"
#include "file.hpp"
#include "path.hpp"
#include "platform.hpp"
#include "scene.hpp"
void app_main(prism::engine*) {
platform::open_window("Example", {-1, -1, 1280, 720}, WindowFlags::Resizable);
@ -44,15 +44,16 @@ void ExampleApp::initialize_render() {
main_object = scene->add_object();
auto& sphere_render = scene->add<Renderable>(main_object);
sphere_render.mesh = assetm->get<Mesh>(prism::path(prism::game_domain / "models/bunny.model"));
sphere_render.materials = { assetm->get<Material>(prism::path(prism::game_domain / "materials/Material.material")) };
sphere_render.materials = {assetm->get<Material>(prism::path(prism::game_domain / "materials/Material.material"))};
auto sibenik_obj = scene->add_object();
auto& sibenik_render = scene->add<Renderable>(sibenik_obj);
sibenik_render.mesh = assetm->get<Mesh>(prism::path(prism::game_domain / "models/sibenik.model"));
scene->get<Transform>(sibenik_obj).position.y = 13.5;
for(auto& part : sibenik_render.mesh->parts) {
sibenik_render.materials.push_back(assetm->get<Material>(prism::path(prism::game_domain / "materials" / (part.material_hint + ".material"))));
for (auto& part : sibenik_render.mesh->parts) {
sibenik_render.materials.push_back(
assetm->get<Material>(prism::path(prism::game_domain / "materials" / (part.material_hint + ".material"))));
}
auto probe_obj = scene->add_object();
@ -66,5 +67,9 @@ void ExampleApp::update(const float delta_time) {
engine->get_scene()->get<Transform>(main_object).position.x = sin(main_object_movement) * 8.0f;
engine->get_scene()->get<Transform>(main_object).rotation = euler_to_quat({0, radians(main_object_spin), 0});
camera_look_at(*engine->get_scene(), camera_obj, prism::float3{2, 2, -2} + engine->get_scene()->get<Transform>(main_object).position, engine->get_scene()->get<Transform>(main_object).position);
camera_look_at(
*engine->get_scene(),
camera_obj,
prism::float3{2, 2, -2} + engine->get_scene()->get<Transform>(main_object).position,
engine->get_scene()->get<Transform>(main_object).position);
}