#include "v4k.h" int main() { window_create(80, WINDOW_MSAA4); window_title(__FILE__); // load skybox: launch with --mie for rayleigh/mie scattering skybox_t sky = skybox(flag("--mie") ? 0 : "cubemaps/stardust", 0); // terrain model model_t mdl = model("rabbit.obj", 0); { } // camera camera_t cam = camera(); // scene light shader_bind(mdl.program); light_t *l = scene_spawn_light(); light_update(1, l); skybox_sh_shader(&sky); // initialise LOD float lo_detail=0.25f; float hi_detail=1.00f; float morph=0.75f; model_lod(&mdl, lo_detail, hi_detail, morph); // demo loop while (window_swap()) { // input if( input_down(KEY_ESC) ) break; if( input_down(KEY_F5) ) window_reload(); if( input_down(KEY_F11) ) window_fullscreen( window_has_fullscreen() ^ 1 ); // 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 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_moveby(&cam, wasdecq); camera_fps(&cam, mouse.x,mouse.y); window_cursor( !active ); // draw scene skybox_render(&sky, cam.proj, cam.view); model_render(mdl, cam.proj, cam.view, mdl.pivot, 0); if( ui_panel("LODs", PANEL_OPEN) ) { float old_lo = lo_detail; float old_hi = hi_detail; float old_morph = morph; if(ui_slider("Lo detail", &lo_detail)) { lo_detail = clampf(lo_detail, 0.01f, 1.0f); if(lo_detail > hi_detail) hi_detail = lo_detail; } if(ui_slider("Hi detail", &hi_detail)) { hi_detail = clampf(hi_detail, 0.01f, 1.0f); if(hi_detail < lo_detail) lo_detail = hi_detail; } ui_slider("Morph", &morph); if (old_lo != lo_detail || old_hi != hi_detail || old_morph != morph) { model_lod(&mdl, lo_detail, hi_detail, morph); } ui_panel_end(); } } }