v4k-git-backup/demos/06-scene-sorting.c

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// render map
#include "v4k.h"
int main() {
window_create(80, WINDOW_MSAA8);
window_title(__FILE__);
window_fps_unlock();
// load skybox
skybox_t sky = skybox("bridge3", 0);
// load static scene
model_t map, prop;
map = model(option("--model","sorting_test.obj"), 0); // MODEL_NO_TEXTURES);
prop = model(option("--model","sorting_test2.obj"), 0); // MODEL_NO_TEXTURES);
shader_bind(map.program);
skybox_sh_shader(&sky);
prop.program = map.program;
// define scene
object_t *prop_obj = scene_spawn();
object_model(prop_obj, prop);
object_t *map_obj = scene_spawn();
object_model(map_obj, map);
// camera
camera_t cam = camera();
cam.speed *= 0.05f;
// demo loop
while (window_swap())
{
// input
if( input_down(KEY_ESC) ) break;
if( input_down(KEY_F5) ) window_reload();
if( input_down(KEY_F11) ) window_fullscreen( window_has_fullscreen() ^ 1 );
if( input_down(KEY_X) ) window_screenshot(__FILE__ ".png");
if( input_down(KEY_Z) ) window_record(__FILE__ ".mp4");
// fps camera
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_moveby(&cam, wasdecq);
camera_fps(&cam, mouse.x,mouse.y);
window_cursor( !active );
// draw skybox
profile("Skybox") {
skybox_render(&sky, cam.proj, cam.view);
}
scene_render(SCENE_FOREGROUND);
}
}