2023-08-10 22:14:08 +00:00
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#include "v4k.h"
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2023-08-04 19:39:36 +00:00
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int main() {
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window_create(0.75, 0);
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camera_t cam = camera();
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camera_t cam2 = camera();
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int spin = 1;
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while( window_swap() ) {
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2023-10-01 06:49:08 +00:00
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// controls
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2023-08-04 19:39:36 +00:00
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if(input_down(KEY_SPACE)) spin^=1;
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2023-10-01 06:49:08 +00:00
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2023-08-04 19:39:36 +00:00
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// spin 2nd camera
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double t = window_time(), c = cos(t), s = sin(t);
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if(spin)
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camera_teleport(&cam2, vec3(c * 100, 100, s * 100));
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camera_lookat(&cam2, vec3(0,0,0));
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2023-10-23 13:25:03 +00:00
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// setup scene
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cam.fov = 30;
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cam.position = vec3(180,180,180);
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camera_enable(&cam);
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2023-10-01 06:49:08 +00:00
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// render world (ground and cubes only in frustum of cam2)
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2023-08-04 19:39:36 +00:00
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mat44 projview; multiply44x2(projview, cam2.proj, cam2.view);
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frustum f = frustum_build(projview);
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ddraw_ground(0);
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int drawn = 0, total = 0;
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for(int z = -300; z < 300; z += 5) {
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for(int x = -300; x < 300; x += 5) {
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vec3 min = vec3(x, 0, z);
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vec3 max = add3(min, vec3(2.5,2.5,2.5));
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if( frustum_test_aabb(f, aabb(min, max)) ) {
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ddraw_aabb( min, max );
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++drawn;
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}
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++total;
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}
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}
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2023-10-01 06:49:08 +00:00
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// debug
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ddraw_camera(&cam2);
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2023-08-04 19:39:36 +00:00
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font_print(va(FONT_RIGHT "%d/%d cubes drawn", drawn, total));
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}
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}
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