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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void ddraw_camera(camera_t *c) {
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vec3 center = c->position;
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// ddraw_prism(add3(center,vec3(2,0,0)), 0.5, 1, vec3(-1,0,0), 4); // center,radius,height,normal,segments
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// ddraw_box(center, vec3(2,2,1)); // center,extents
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mat33 r; rotationq33(r, eulerq(vec3(-c->yaw,-c->pitch,0)));
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ddraw_cube33(center, vec3(2,2,2), r);
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ddraw_circle(add3(center,vec3(+1,1,0)), vec3(0,0,1), 0.8); // pos,normal,radius
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ddraw_circle(add3(center,vec3(-1,1,0)), vec3(0,0,1), 0.8); // pos,normal,radius
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mat44 projview; multiply44x2(projview, c->proj, c->view);
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ddraw_frustum(projview);
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}
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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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if(input_down(KEY_SPACE)) spin^=1;
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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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// 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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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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ddraw_camera(&cam2);
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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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font_print(va(FONT_RIGHT "%d/%d cubes drawn", drawn, total));
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}
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}
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