// scene demo // - rlyeh, public domain #include "v4k.h" int main() { // options bool do_twosided = 1; bool do_wireframe = 0; bool do_billboard_x = 0, do_billboard_y = 0, do_billboard_z = 0; // window (80% sized, MSAA x4 flag) window_create(80, WINDOW_MSAA4); window_title(__FILE__); // load all postfx files in all subdirs fx_load("fx**.fs"); // 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, //anchor/pivot:[], // vertex:'p3 t2', mesh:'models/witch/witch.obj', texture:'models/witch/witch_diffuse.tga.png', // swapzy:true, flipuv:false, }, { position:[-5.0,-2.0,2.0], rotation: [90.0,0.0,180.0], scale:2.20, //anchor/pivot:[], // vertex:'p3 t2', mesh:'models/witch/witch_object.obj', texture:'models/witch/witch_object_diffuse.tga.png', // swapzy:true, flipuv:false, }, ]); int num_spawned = scene_merge(my_scene); object_t *obj1 = scene_index(0); object_t *obj2 = scene_index(1); // manual spawn & loading model_t m1 = model("kgirl/kgirls01.fbx", 0); //MODEL_NO_ANIMS); texture_t t1 = texture("kgirl/g01_texture.png", TEXTURE_SRGB); object_t* obj3 = scene_spawn(); object_model(obj3, m1); object_diffuse(obj3, t1); object_scale(obj3, vec3(3,3,3)); object_move(obj3, vec3(-10,0,-10)); object_pivot(obj3, vec3(-90+180,180,0)); // 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); camera_moveby(&cam, wasdecq); 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|EASE_CUBIC,EASE_OUT|EASE_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)); // queue model billboard object_billboard(obj1, (do_billboard_x << 2)|(do_billboard_y << 1)|(do_billboard_z << 0)); object_billboard(obj2, (do_billboard_x << 2)|(do_billboard_y << 1)|(do_billboard_z << 0)); // queue model rotation //object_rotate(obj3, vec3(0,1*window_time() * 20,0)); // flush render scene (background objects: skybox) profile("Scene background") { scene_render(SCENE_BACKGROUND); } // queue debug drawcalls profile("Debugdraw") { ddraw_ground(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(); } // apply post-fxs from here fx_begin(); // render scene (foreground objects) with post-effects profile("Scene foreground") { int scene_flags = 0; scene_flags |= do_wireframe ? SCENE_WIREFRAME : 0; scene_flags |= do_twosided ? 0 : SCENE_CULLFACE; scene_render(SCENE_FOREGROUND | scene_flags); } profile("Skeletal update") if(!window_has_pause()) { float delta = window_delta() * 30 ; // 30fps anim m1.curframe = model_animate(m1, m1.curframe + delta); ddraw_text(vec3(-10,5,-10), 0.05, va("Frame: %.1f", m1.curframe)); } // post-fxs end here fx_end(); // queue ui if( ui_panel("Scene", 0)) { if(ui_toggle("Billboard X", &do_billboard_x)) {} if(ui_toggle("Billboard Y", &do_billboard_y)) {} if(ui_toggle("Billboard Z", &do_billboard_z)) {} if(ui_separator()) {} if(ui_bool("Wireframe", &do_wireframe)) {} if(ui_bool("Two sided", &do_twosided)) {} ui_panel_end(); } } } #if 0 // ---------------------------------------------------------------------------- // material demo // - rlyeh, public domain // // @todo: object_print(obj, ""); // create camera camera_t cam = camera(); // load video, RGB texture, no audio video_t *v = video( "pexels-pachon-in-motion-17486489.mp4", VIDEO_RGB | VIDEO_NO_AUDIO | VIDEO_LOOP ); video_seek(v, 30); // load texture texture_t t1 = texture("kgirl/g01_texture.png", TEXTURE_RGB); texture_t t2 = texture("matcaps/material3", 0); // load model model_t m1 = model("suzanne.obj", MODEL_NO_ANIMATIONS); model_t m2 = model("suzanne.obj", MODEL_NO_ANIMATIONS|MODEL_MATCAPS); // spawn object1 (diffuse) object_t* obj1 = scene_spawn(); object_model(obj1, m1); object_diffuse(obj1, t1); object_scale(obj1, vec3(3,3,3)); object_move(obj1, vec3(-10+5*0,0,-10)); object_pivot(obj1, vec3(0,90,0)); // spawn object2 (matcap) object_t* obj2 = scene_spawn(); object_model(obj2, m2); object_diffuse(obj2, t2); object_scale(obj2, vec3(3,3,3)); object_move(obj2, vec3(-10+5*2,0,-10)); object_pivot(obj2, vec3(0,90,0)); // spawn object2 (video) object_t* obj3 = scene_spawn(); object_model(obj3, m1); object_diffuse(obj3, video_textures(v)[0]); object_scale(obj3, vec3(3,3,3)); object_move(obj3, vec3(-10+5*1,0,-10)); object_pivot(obj3, vec3(0,90,0)); // @todo: add shadertoy material static model_t cube; do_once cube = model("cube.obj", 0); static shadertoy_t s; do_once s = shadertoy("shadertoys/4ttGWM.fs", 256); model_set_texture(cube, shadertoy_render(&s, window_delta())->tx); model_render(cube, cam.proj, cam.view, cube.pivot, 0); while(window_swap() && !input(KEY_ESC)) { // draw environment viewport_color( RGB3(22,22,32) ); ddraw_grid(0); ddraw_flush(); // update video video_decode( v ); // draw scene scene_render(SCENE_FOREGROUND); } // load static scene // model_t sponza = model("sponza.obj", MODEL_MATCAPS); // model_set_texture(sponza, texture("matcaps/normals", 0)); // translation44(sponza.pivot, 0,-1,0); // rotate44(sponza.pivot, -90,1,0,0); // scale44(sponza.pivot, 10,10,10); // model_render(sponza, cam.proj, cam.view, sponza.pivot, 0); // this demo supersedes following old sources: // https://github.com/r-lyeh/V4K/blob/45e34d7890b2b8fe1f4994f4b76e496280d83cb6/demos/00-material.c // https://github.com/r-lyeh/V4K/blob/45e34d7890b2b8fe1f4994f4b76e496280d83cb6/demos/00-shadertoy.c #endif