2024-08-19 12:10:35 +00:00
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#include "v4k.h"
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int main() {
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window_create(80, WINDOW_MSAA4);
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window_title(__FILE__);
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// load skybox: launch with --mie for rayleigh/mie scattering
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skybox_t sky = skybox(flag("--mie") ? 0 : "cubemaps/stardust", 0);
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// terrain model
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model_t mdl = model("rabbit.obj", 0); {
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}
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// camera
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camera_t cam = camera();
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// scene light
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shader_bind(mdl.program);
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light_t *l = scene_spawn_light();
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light_update(1, l);
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skybox_sh_shader(&sky);
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// initialise LOD
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float lo_detail=0.25f;
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float hi_detail=1.00f;
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float morph=0.75f;
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model_lod(&mdl, lo_detail, hi_detail, morph);
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// demo loop
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while (window_swap())
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{
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// input
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if( input_down(KEY_ESC) ) break;
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if( input_down(KEY_F5) ) window_reload();
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if( input_down(KEY_F11) ) window_fullscreen( window_has_fullscreen() ^ 1 );
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// fps camera
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bool active = ui_active() || ui_hover() || gizmo_active() ? false : input(MOUSE_L) || input(MOUSE_M) || input(MOUSE_R);
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if( active ) cam.speed = clampf(cam.speed + input_diff(MOUSE_W) / 10, 0.05f, 5.0f);
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vec2 mouse = scale2(vec2(input_diff(MOUSE_X), -input_diff(MOUSE_Y)), 0.2f * active);
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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);
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camera_moveby(&cam, wasdecq);
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camera_fps(&cam, mouse.x,mouse.y);
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window_cursor( !active );
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// draw scene
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skybox_render(&sky, cam.proj, cam.view);
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model_render(mdl, cam.proj, cam.view, mdl.pivot, 0);
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if( ui_panel("LODs", PANEL_OPEN) ) {
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float old_lo = lo_detail;
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float old_hi = hi_detail;
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float old_morph = morph;
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if(ui_slider("Lo detail", &lo_detail)) { lo_detail = clampf(lo_detail, 0.01f, 1.0f); if(lo_detail > hi_detail) hi_detail = lo_detail; }
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if(ui_slider("Hi detail", &hi_detail)) { hi_detail = clampf(hi_detail, 0.01f, 1.0f); if(hi_detail < lo_detail) lo_detail = hi_detail; }
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ui_slider("Morph", &morph);
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if (old_lo != lo_detail || old_hi != hi_detail || old_morph != morph) {
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model_lod(&mdl, lo_detail, hi_detail, morph);
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}
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ui_panel_end();
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}
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}
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}
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