v4k-git-backup/demos/02-ddraw.c

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// ddraw demo: fps camera, renderdd, collide, math, ui, fx, boids
// - rlyeh, public domain.
//
// Compile with:
// `make demos\02-ddraw.c` (windows)
// `sh MAKE.bat demos/02-ddraw.c` (linux, osx)
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#include "v4k.h"
int main() {
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bool do_boids_demo = 1;
bool do_colliders_demo = 1;
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bool do_debugdraw_demo = 1;
// 75% size, MSAAx2
window_create(75.0, WINDOW_MSAA2);
window_title(__FILE__);
// camera that points to origin
camera_t cam = camera();
// load skybox folder (no flags)
skybox_t sky = skybox("cubemaps/stardust", 0);
// load all postfx files in all subdirs
fx_load("fx**.fs");
// main loop
while( window_swap() ) {
// input handler
if (input_down(KEY_F11) ) window_fullscreen( window_has_fullscreen()^1 );
if (input_down(KEY_ESC) ) break;
// fps camera
profile("FPS camera") {
if( input(GAMEPAD_CONNECTED) ) {
vec2 filtered_lpad = input_filter_deadzone(input2(GAMEPAD_LPAD), 0.15f/*do_gamepad_deadzone*/ + 1e-3 );
vec2 filtered_rpad = input_filter_deadzone(input2(GAMEPAD_RPAD), 0.15f/*do_gamepad_deadzone*/ + 1e-3 );
vec2 mouse = scale2(vec2(filtered_rpad.x, filtered_rpad.y), 1.0f);
vec3 wasdec = scale3(vec3(filtered_lpad.x, input(GAMEPAD_LT) - input(GAMEPAD_RT), filtered_lpad.y), 1.0f);
camera_move(&cam, wasdec.x,wasdec.y,wasdec.z);
camera_fps(&cam, mouse.x,mouse.y);
window_cursor( true );
} else {
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_move(&cam, wasdecq.x,wasdecq.y,wasdecq.z);
camera_fps(&cam, mouse.x,mouse.y);
window_cursor( !active );
}
}
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// draw skybox
skybox_render(&sky, cam.proj, cam.view);
// world
ddraw_grid(0);
// boids
static swarm_t sw;
if( do_boids_demo ) profile("boids") {
do_once sw = swarm();
do_once array_push(sw.steering_targets, vec3(0,0,0));
do_once for(int i = 0; i < 100; ++i)
array_push(sw.boids, boid(scale3(rnd3(),10), rnd3())); // pos,vel
// move
sw.steering_targets[0] = cam.position;
swarm_update(&sw, window_delta());
// draw
for (int j = 0, end = array_count(sw.boids); j < end; ++j) {
vec3 dir = norm3(sub3(sw.boids[j].position, sw.boids[j].prev_position));
ddraw_boid(sw.boids[j].position, dir);
}
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}
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// showcase many debugdraw shapes
if( do_debugdraw_demo ) {
ddraw_demo();
}
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// showcase many colliding tests
if( do_colliders_demo ) {
collide_demo();
}
// ui
if( ui_panel("App", 0) ) {
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ui_bool("Boids demo", &do_boids_demo);
ui_bool("Collide demo", &do_colliders_demo);
ui_bool("DebugDraw demo", &do_debugdraw_demo);
ui_panel_end();
}
if( ui_panel("Swarm", 0) ) {
ui_swarm(&sw);
ui_panel_end();
}
if( ui_panel("Camera", 0)) {
if( ui_float("Speed", &cam.speed) ) {}
if( ui_float3("Position", cam.position.v3) ) {}
ui_panel_end();
}
}
}
// this demo supersedes following old sources:
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// https://github.com/r-lyeh/V4K/blob/45e34d7890b2b8fe1f4994f4b76e496280d83cb6/demos/00-collide.c