v4k-git-backup/demos/99-material.c

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#include "v4k.h"
int main() {
// create the window
window_create( 0.75f, WINDOW_MSAA8 );
// create camera
camera_t cam = camera();
// load video, RGB texture, no audio
video_t *v = video( "pexels-pachon-in-motion-17486489.mp4", VIDEO_RGB | VIDEO_NO_AUDIO | VIDEO_LOOP ); video_seek(v, 30);
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// load texture
texture_t t1 = texture("kgirl/g01_texture.png", TEXTURE_RGB);
texture_t t2 = texture("matcaps/material3", 0);
// load model
model_t m1 = model("suzanne.obj", MODEL_NO_ANIMATIONS);
model_t m2 = model("suzanne.obj", MODEL_NO_ANIMATIONS|MODEL_MATCAPS);
// spawn object1 (diffuse)
object_t* obj1 = scene_spawn();
object_model(obj1, m1);
object_diffuse(obj1, t1);
object_scale(obj1, vec3(3,3,3));
object_move(obj1, vec3(-10+5*0,0,-10));
object_pivot(obj1, vec3(0,90,0));
// spawn object2 (matcap)
object_t* obj2 = scene_spawn();
object_model(obj2, m2);
object_diffuse(obj2, t2);
object_scale(obj2, vec3(3,3,3));
object_move(obj2, vec3(-10+5*2,0,-10));
object_pivot(obj2, vec3(0,90,0));
// spawn object2 (video)
object_t* obj3 = scene_spawn();
object_model(obj3, m1);
object_diffuse(obj3, video_textures(v)[0]);
object_scale(obj3, vec3(3,3,3));
object_move(obj3, vec3(-10+5*1,0,-10));
object_pivot(obj3, vec3(0,90,0));
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// create point light
light_t* l = scene_spawn_light();
light_type(l, LIGHT_POINT);
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while(window_swap() && !input(KEY_ESC)) {
// draw environment
viewport_color( RGB3(22,22,32) );
ddraw_grid(0);
// update video
video_decode( v );
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// update light position
light_teleport(l, cam.position);
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// draw scene
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scene_render(SCENE_FOREGROUND|SCENE_BACKGROUND|SCENE_UPDATE_SH_COEF);
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// 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 mouselook = scale2(vec2(input_diff(MOUSE_X), -input_diff(MOUSE_Y)), 0.2f * active);
vec3 wasdec = scale3(vec3(input(KEY_D)-input(KEY_A),input(KEY_E)-input(KEY_C),input(KEY_W)-input(KEY_S)), cam.speed);
camera_move(&cam, wasdec.x,wasdec.y,wasdec.z);
camera_fps(&cam, mouselook.x,mouselook.y);
window_cursor( !active );
}
}