add billboard demo
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c0d9abe43b
commit
f63ee31648
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#include "v4k.h"
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float* billboard(mat44 modelview, bool billboard_x, bool billboard_y, bool billboard_z) {
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if( billboard_x ) { modelview[0*4+0] = 1; modelview[0*4+1] = 0; modelview[0*4+2] = 0; }
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if( billboard_y ) { modelview[1*4+0] = 0; modelview[1*4+1] = 1; modelview[1*4+2] = 0; }
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if( billboard_z ) { modelview[2*4+0] = 0; modelview[2*4+1] = 0; modelview[2*4+2] = 1; }
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return modelview;
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}
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const char *billboard_name(bool billboard_x, bool billboard_y, bool billboard_z) {
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// Spherical billboarding makes the object to always face the camera no matter the position of the camera on an imaginary sphere.
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// Cylindrical billboarding makes the object to face the camera only when the camera looks at the right or at the left.
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return
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billboard_x && billboard_y && billboard_z ? "(spherical billboard)" : billboard_x && billboard_z ? "(cylindrical billboard)" : "";
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}
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const char *shader_projected_vs =
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"#version 150\n"
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"in vec3 att_position;\n"
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"in vec2 att_uv;\n"
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"out vec2 uv;\n"
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"uniform mat4 u_projection;\n"
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"uniform mat4 u_modelview;\n"
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//"uniform mat4 u_billboard;\n"
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"uniform float u_aspect;\n"
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"void main() {\n"
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" gl_Position = u_projection * u_modelview * vec4(att_position, 1.0f);\n"
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" uv = vec2(att_uv.x, 1.0 - att_uv.y);\n"
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"return;"
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" // billboarding keeping scale (see: https://stackoverflow.com/questions/15937842/glsl-billboard-shader-keep-the-scaling)\n"
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" vec2 scale = vec2( length(u_modelview[0]) / u_aspect, length(u_modelview[1]) );\n"
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" vec4 billboard = u_modelview * vec4(vec3(0.0), 1.0);\n"
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" gl_Position = u_projection * billboard + vec4(scale * att_position.xy, 0.0, 0.0);\n"
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""
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"}\n";
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const char *shader_textured_fs =
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"#version 150\n"
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"in vec2 uv;\n"
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"out vec4 out_color;\n"
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"uniform sampler2D u_texture;\n"
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"void main() {\n"
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" out_color = texture(u_texture, uv);\n"
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"}\n";
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int main() {
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// create the window
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window_create( 0.5f, 0 );
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window_color( RGB3(40,40,50) );
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// enable some gl stuff. needed?
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
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// compile shaders
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GLuint program = // shader(shader_projected_vs, shader_textured_fs);
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shader(shader_projected_vs, shader_textured_fs, "att_position,att_uv", "out_color", NULL );
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// a test cube: 3POS + 2UV
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GLfloat vertices[] = {
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
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0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f
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};
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typedef struct MyVertex {
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vec3 pos;
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vec2 texcoord;
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} MyVertex;
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GLuint indices[] = {
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0,2,1,3,5,4,6,7,8,9,10,11,12,13,14,15,16,17,18,20,19,21,23,22,24,25,26,27,28,29,30,32,31,33,35,34
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};
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mesh_t cube = mesh();
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mesh_update(&cube, "p3 t2", 0,36,vertices, 36,indices, 0);
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mat44 cube_transform; id44(cube_transform);
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// create (fps) camera
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camera_t cam = camera();
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// main loop
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while (window_swap()) {
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if (input(KEY_ESC))
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break;
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// setup projection
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mat44 proj;
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perspective44(proj, 45, window_aspect(), 0.1f, 100.0f);
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// fps camera
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bool active = ui_hover() || ui_active() || gizmo_active() ? false : input(MOUSE_L) || input(MOUSE_M) || input(MOUSE_R);
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window_cursor( !active );
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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_moveby(&cam, wasdecq);
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camera_fps(&cam, mouse.x,mouse.y);
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// spin cube
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// rotate44(cube->transform, 1, 1,1,1);
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static int billboard_x = 0; if( input_down(KEY_1) ) billboard_x ^= 1;
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static int billboard_y = 0; if( input_down(KEY_2) ) billboard_y ^= 1;
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static int billboard_z = 0; if( input_down(KEY_3) ) billboard_z ^= 1;
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// draw cube
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mat44 modelview; multiply44x2(modelview, cam.view, cube_transform);
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shader_bind(program);
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shader_mat44("u_projection", proj);
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shader_mat44("u_modelview", billboard(modelview, billboard_x,billboard_y,billboard_z) );
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shader_texture("u_texture", texture_checker());
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mesh_render(&cube);
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window_title(va("billboard_x: %s, billboard_y: %s, billboard_z: %s %s", billboard_x ? "on":"off", billboard_y ? "on":"off", billboard_z ? "on":"off", billboard_name(billboard_x,billboard_y,billboard_z)));
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}
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}
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