v4k-git-backup/demos/html5/demo_ddraw.c

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2023-09-27 07:12:48 +00:00
#include "v4k.h"
// -- demo
int paused;
camera_t cam;
skybox_t sky;
bool do_boids_demo = 1;
bool do_colliders_demo = 1;
bool do_debugdraw_demo = 1;
void game_loop(void *userdata) {
// fps camera
profile("FPS camera") {
if( input(GAMEPAD_CONNECTED) ) {
vec2 filtered_lpad = input_filter_deadzone(input2(GAMEPAD_LPAD), 0.15f/*do_gamepad_deadzone*/ + 1e-3 );
vec2 filtered_rpad = input_filter_deadzone(input2(GAMEPAD_RPAD), 0.15f/*do_gamepad_deadzone*/ + 1e-3 );
vec2 mouse = scale2(vec2(filtered_rpad.x, filtered_rpad.y), 1.0f);
vec3 wasdec = scale3(vec3(filtered_lpad.x, input(GAMEPAD_LT) - input(GAMEPAD_RT), filtered_lpad.y), 1.0f);
camera_move(&cam, wasdec.x,wasdec.y,wasdec.z);
camera_fps(&cam, mouse.x,mouse.y);
window_cursor( true );
} else {
bool active = ui_active() || ui_hover() || gizmo_active() ? false : input(MOUSE_L) || input(MOUSE_M) || input(MOUSE_R);
if( active ) cam.speed = clampf(cam.speed + input_diff(MOUSE_W) / 10, 0.05f, 5.0f);
vec2 mouse = scale2(vec2(input_diff(MOUSE_X), -input_diff(MOUSE_Y)), 0.2f * active);
vec3 wasdecq = scale3(vec3(input(KEY_D)-input(KEY_A),input(KEY_E)-(input(KEY_C)||input(KEY_Q)),input(KEY_W)-input(KEY_S)), cam.speed);
camera_move(&cam, wasdecq.x,wasdecq.y,wasdecq.z);
camera_fps(&cam, mouse.x,mouse.y);
window_cursor( !active );
}
}
// draw skybox
skybox_render(&sky, cam.proj, cam.view);
// world
ddraw_grid(0);
// boids
static swarm_t sw;
if( do_boids_demo ) profile("boids") {
do_once sw = swarm();
do_once array_push(sw.steering_targets, vec3(0,0,0));
do_once for(int i = 0; i < 100; ++i)
array_push(sw.boids, boid(scale3(rnd3(),10), rnd3())); // pos,vel
// move
sw.steering_targets[0] = cam.position;
swarm_update(&sw, window_delta());
// draw
for (int j = 0, end = array_count(sw.boids); j < end; ++j) {
vec3 dir = norm3(sub3(sw.boids[j].position, sw.boids[j].prev_position));
ddraw_boid(sw.boids[j].position, dir);
}
}
// showcase many debugdraw shapes
if( do_debugdraw_demo ) {
ddraw_demo();
}
// showcase many colliding tests
if( do_colliders_demo ) {
collide_demo();
}
// ui
if( ui_panel("App", 0) ) {
ui_bool("Boids demo", &do_boids_demo);
ui_bool("Collide demo", &do_colliders_demo);
ui_bool("DebugDraw demo", &do_debugdraw_demo);
ui_panel_end();
}
if( ui_panel("Swarm", 0) ) {
ui_swarm(&sw);
ui_panel_end();
}
if( ui_panel("Camera", 0)) {
if( ui_float("Speed", &cam.speed) ) {}
if( ui_float3("Position", cam.position.v3) ) {}
ui_panel_end();
}
}
int main(void) {
// 75% sized, msaa x4 enabled
window_create(1, 0);
window_title( "V4K - SPACE pauses simulation" );
// fx_load("fx**.fs");
// camera that points to origin
cam = camera();
// load up skybox
sky = skybox(0, 0);
// main loop
window_loop(game_loop, NULL);
}