v4k-git-backup/tools/editor/labs.osc/osclab2.c

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// networked gui demo
// - rlyeh, public domain
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#include "fwk.h"
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#define OSCPACK_C
#define OSCRECV_C
#define OSCSEND_C
#include "oscpack.h"
#include "oscrecv.h"
#include "oscsend.h"
int main() {
// window (80% sized, MSAA x2 flag)
window_create(80, WINDOW_MSAA2);
window_title(__FILE__);
// scene loading
#define SCENE(...) #__VA_ARGS__
const char *my_scene = SCENE([
{
skybox: 'cubemaps/stardust/',
},
{
position:[-5.0,-2.0,2.0],
rotation: [90.0,0.0,180.0],
scale:0.20,
mesh:'models/witch/witch.obj',
texture:'models/witch/witch_diffuse.tga.png',
flipuv:false,
},
{
position:[-5.0,-2.0,2.0],
rotation: [90.0,0.0,180.0],
scale:0.20,
mesh:'models/witch/witch_object.obj',
texture:'models/witch/witch_object_diffuse.tga.png',
flipuv:false,
},
]);
int num_spawned = scene_merge(my_scene);
object_t *obj1 = scene_index(0);
object_t *obj2 = scene_index(1);
// camera
camera_t cam = camera();
// demo loop
while (window_swap())
{
// input
if( input_down(KEY_ESC) ) break;
// fps camera
bool active = ui_active() || ui_hover() || gizmo_active() ? false : input(MOUSE_L) || input(MOUSE_M) || input(MOUSE_R);
window_cursor( !active );
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);
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camera_moveby(&cam, wasdecq);
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camera_fps(&cam, mouse.x,mouse.y);
// queue model scale bounces
float t = fmod(window_time(), 0.3) / 0.3;
float s = 0.01f * ease_ping_pong(t, ease_in_cubic,ease_out_cubic);
object_scale(obj1, vec3(0.20f - s,0.20f + s,0.20f - s));
object_scale(obj2, vec3(0.20f - s,0.20f + s,0.20f - s));
// flush render scene (background objects: skybox)
profile("Scene background") {
scene_render(SCENE_BACKGROUND);
}
// queue debug drawcalls
profile("Debugdraw") {
ddraw_grid(0);
ddraw_color(YELLOW);
ddraw_text(vec3(+1,+1,-1), 0.04f, va("(%f,%f,%f)", cam.position.x,cam.position.y,cam.position.z));
ddraw_color(YELLOW);
ddraw_flush();
}
// render scene (foreground objects) with post-effects
profile("Scene foreground") {
int scene_flags = 0;
scene_render(SCENE_FOREGROUND | scene_flags);
}
#if 0
do_once ui_netconfig(1234);
ui_netupdate();
static int r = 0, g = 0, b = 0;
viewport_color3(vec3(r/255.0,g/255.0,b/255.0));
if( ui_panel("net test1", 0) ) {
ui_netint("Color R", &r); r = clampi(r, 0, 255);
ui_netint("Color G", &g); g = clampi(g, 0, 255);
ui_netint("Color B", &b); b = clampi(b, 0, 255);
ui_panel_end();
}
#endif
}
}