// networked gui demo // - rlyeh, public domain #include "v4k.h" #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(); cam.speed = 0.2f; // 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_move(&cam, wasdecq.x,wasdecq.y,wasdecq.z); 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 } }