#include "v4k.h" int SKY_DIR = 0; const char *SKY_DIRS[] = { "cubemaps/bridge3/", "cubemaps/colors/", "cubemaps/colors2/", "cubemaps/mountain/", "cubemaps/room/", "cubemaps/stardust/", "hdr/MonValley_G_DirtRoad_1k.hdr", "hdr/Factory_Catwalk_1k.hdr", "hdr/Shiodome_Stairs_1k.hdr", }; int OBJ_MDL = 0; const char *OBJ_MDLS[] = { "meshes/sphere.obj", "meshes/suzanne.obj", "meshes/gazebo.obj", }; int main(int argc, char** argv) { window_create(85, WINDOW_MSAA8); camera_t cam = camera(); skybox_t sky = {0}; model_t mdl = {0}; bool initialized = 0; bool must_reload = 0; while( window_swap()) { if (input_down(KEY_ESC)) break; // reloading if( must_reload ) { must_reload = 0; skybox_destroy(&sky); model_destroy(mdl); initialized = 0; } if( !initialized ) { initialized = 1; sky = skybox(SKY_DIRS[SKY_DIR], 0); mdl = model(OBJ_MDLS[OBJ_MDL], 0); // rotation44(mdl.pivot, 0, 1,0,0); // @fixme: -90,1,0,0 -> should we rotate SHMs as well? compensate rotation in shader? } // 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 wasdec = scale3(vec3(input(KEY_D)-input(KEY_A),input(KEY_E)-input(KEY_C),input(KEY_W)-input(KEY_S)), cam.speed); camera_move(&cam, wasdec.x,wasdec.y,wasdec.z); camera_fps(&cam, mouse.x,mouse.y); // render mat44 mvp; multiply44x2(mvp, cam.proj, cam.view); { skybox_render(&sky, cam.proj, cam.view); shader_bind(mdl.program); shader_vec3v("u_coefficients_sh", 9, sky.cubemap.sh); shader_int("u_textured", false); model_render(mdl, cam.proj, cam.view, mdl.pivot, 0); } if( ui_panel("Scene", 0)) { if( ui_list("Skybox", SKY_DIRS, countof(SKY_DIRS), &SKY_DIR) ) { must_reload = 1; } if( ui_list("Model", OBJ_MDLS, countof(OBJ_MDLS), &OBJ_MDL) ) { must_reload = 1; } ui_separator(); for (int i = 0; i < 9; i++) { vec3 remap = scale3(add3(sky.cubemap.sh[i], vec3(1,1,1)), 127.5f); // -1..+1 -> 0..255 ui_color3(va("SH Coefficient [%d]", i), &remap.x); sky.cubemap.sh[i] = sub3(scale3(remap, 1/127.5f), vec3(1,1,1)); } ui_panel_end(); } } }