Reformat example code
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2 changed files with 22 additions and 17 deletions
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@ -1,11 +1,11 @@
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#include "example.hpp"
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#include "platform.hpp"
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#include "file.hpp"
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#include "engine.hpp"
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#include "scene.hpp"
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#include "asset.hpp"
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#include "engine.hpp"
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#include "file.hpp"
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#include "path.hpp"
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#include "platform.hpp"
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#include "scene.hpp"
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void app_main(prism::engine*) {
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platform::open_window("Example", {-1, -1, 1280, 720}, WindowFlags::Resizable);
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@ -44,15 +44,16 @@ void ExampleApp::initialize_render() {
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main_object = scene->add_object();
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auto& sphere_render = scene->add<Renderable>(main_object);
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sphere_render.mesh = assetm->get<Mesh>(prism::path(prism::game_domain / "models/bunny.model"));
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sphere_render.materials = { assetm->get<Material>(prism::path(prism::game_domain / "materials/Material.material")) };
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sphere_render.materials = {assetm->get<Material>(prism::path(prism::game_domain / "materials/Material.material"))};
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auto sibenik_obj = scene->add_object();
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auto& sibenik_render = scene->add<Renderable>(sibenik_obj);
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sibenik_render.mesh = assetm->get<Mesh>(prism::path(prism::game_domain / "models/sibenik.model"));
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scene->get<Transform>(sibenik_obj).position.y = 13.5;
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for(auto& part : sibenik_render.mesh->parts) {
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sibenik_render.materials.push_back(assetm->get<Material>(prism::path(prism::game_domain / "materials" / (part.material_hint + ".material"))));
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for (auto& part : sibenik_render.mesh->parts) {
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sibenik_render.materials.push_back(
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assetm->get<Material>(prism::path(prism::game_domain / "materials" / (part.material_hint + ".material"))));
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}
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auto probe_obj = scene->add_object();
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@ -66,5 +67,9 @@ void ExampleApp::update(const float delta_time) {
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engine->get_scene()->get<Transform>(main_object).position.x = sin(main_object_movement) * 8.0f;
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engine->get_scene()->get<Transform>(main_object).rotation = euler_to_quat({0, radians(main_object_spin), 0});
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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);
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camera_look_at(
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*engine->get_scene(),
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camera_obj,
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prism::float3{2, 2, -2} + engine->get_scene()->get<Transform>(main_object).position,
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engine->get_scene()->get<Transform>(main_object).position);
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}
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