// ddraw demo: fps camera, renderdd, collide, math, ui, fx, boids // - rlyeh, public domain. // // Compile with: // `make demos\02-ddraw.c` (windows) // `sh MAKE.bat demos/02-ddraw.c` (linux, osx) #include "v4k.h" int main() { bool do_boids_demo = 1; bool do_colliders_demo = 1; bool do_debugdraw_demo = 1; // 75% size, MSAAx2 window_create(75.0, WINDOW_MSAA2); window_title(__FILE__); // camera that points to origin camera_t cam = camera(); // load skybox folder (no flags) skybox_t sky = skybox("cubemaps/stardust", 0); // load all postfx files in all subdirs fx_load("fx**.fs"); // main loop while( window_swap() ) { // input handler if (input_down(KEY_F11) ) window_fullscreen( window_has_fullscreen()^1 ); if (input_down(KEY_ESC) ) break; // fps camera profile("FPS camera") { if( input(GAMEPAD_CONNECTED) ) { vec2 filtered_lpad = input_filter_deadzone(input2(GAMEPAD_LPAD), 0.15f/*do_gamepad_deadzone*/ + 1e-3 ); vec2 filtered_rpad = input_filter_deadzone(input2(GAMEPAD_RPAD), 0.15f/*do_gamepad_deadzone*/ + 1e-3 ); vec2 mouse = scale2(vec2(filtered_rpad.x, filtered_rpad.y), 1.0f); vec3 wasdec = scale3(vec3(filtered_lpad.x, input(GAMEPAD_LT) - input(GAMEPAD_RT), filtered_lpad.y), 1.0f); camera_moveby(&cam, wasdec); camera_fps(&cam, mouse.x,mouse.y); window_cursor( true ); } else { 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 skybox skybox_render(&sky, cam.proj, cam.view); // world ddraw_grid(0); // boids static swarm_t sw; if( do_boids_demo ) profile("boids") { do_once sw = swarm(); do_once array_push(sw.steering_targets, vec3(0,0,0)); do_once for(int i = 0; i < 100; ++i) array_push(sw.boids, boid(scale3(rnd3(),10), rnd3())); // pos,vel // move sw.steering_targets[0] = cam.position; swarm_update(&sw, window_delta()); // draw for (int j = 0, end = array_count(sw.boids); j < end; ++j) { vec3 dir = norm3(sub3(sw.boids[j].position, sw.boids[j].prev_position)); ddraw_boid(sw.boids[j].position, dir); } } // showcase many debugdraw shapes if( do_debugdraw_demo ) { ddraw_demo(); } // showcase many colliding tests if( do_colliders_demo ) { collide_demo(); } // ui if( ui_panel("App", 0) ) { ui_bool("Boids demo", &do_boids_demo); ui_bool("Collide demo", &do_colliders_demo); ui_bool("DebugDraw demo", &do_debugdraw_demo); ui_panel_end(); } if( ui_panel("Swarm", 0) ) { ui_swarm(&sw); ui_panel_end(); } } } // this demo supersedes following old sources: // https://github.com/r-lyeh/V4K/blob/45e34d7890b2b8fe1f4994f4b76e496280d83cb6/demos/00-collide.c