2023-08-11 00:09:08 +00:00
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// render sponza
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#include "v4k.h"
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int main() {
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window_create(80, WINDOW_MSAA8);
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window_title(__FILE__);
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2023-09-10 13:03:01 +00:00
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window_fps_unlock();
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2023-08-11 00:09:08 +00:00
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// load all fx files
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fx_load("fx**.fs");
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// load skybox
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skybox_t sky = skybox(flag("--mie") ? 0 : "cubemaps/stardust", 0); // --mie for rayleigh/mie scattering
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// load static scene
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model_t sponza;
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sponza = model("sponza.obj", 0); // MODEL_NO_TEXTURES);
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translation44(sponza.pivot, 0,-1,0);
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rotate44(sponza.pivot, -90,1,0,0);
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scale44(sponza.pivot, 10,10,10);
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// camera
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camera_t cam = camera();
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cam.speed = 0.2f;
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2023-09-10 13:03:01 +00:00
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double sky_update_until = 0.0;
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2023-08-11 00:09:08 +00:00
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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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if( input_down(KEY_X) ) window_screenshot(__FILE__ ".png");
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if( input_down(KEY_Z) ) window_record(__FILE__ ".mp4");
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2023-09-10 13:03:01 +00:00
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// initialize SH coefficients from rayleigh skybox
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if (flag("--mie") && sky_update_until <= window_time()) {
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shader_bind(sky.program);
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2023-09-11 11:41:56 +00:00
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shader_vec3("uSunPos", vec3(0, (cosf((float)window_time()*0.25)*0.3)+0.2, -1));
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2023-09-11 13:16:16 +00:00
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skybox_mie_calc_sh(&sky, 2.0f);
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2023-09-10 13:03:01 +00:00
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sky_update_until = window_time() + 0.02;
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}
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2023-08-11 00:09:08 +00:00
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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_move(&cam, wasdecq.x,wasdecq.y,wasdecq.z);
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camera_fps(&cam, mouse.x,mouse.y);
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window_cursor( !active );
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// draw skybox
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profile("Skybox") {
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skybox_render(&sky, cam.proj, cam.view);
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}
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// apply post-fxs from here
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fx_begin();
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float scale = 1.00;
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mat44 M; copy44(M, sponza.pivot); translate44(M, 0,0,0); scale44(M, scale,scale,scale);
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2023-09-10 13:03:01 +00:00
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shader_bind(sponza.program);
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shader_vec3v("u_coefficients_sh", 9, sky.cubemap.sh);
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2023-08-11 00:09:08 +00:00
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model_render(sponza, cam.proj, cam.view, M, 0);
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// post-fxs end here
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fx_end();
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}
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}
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