// playground tests for V4K // - rlyeh, public domain // // # quickstart // - win/vc : cl hello.c // - win/clang-cl : clang-cl hello.c // - win/tcc : tools\tcc hello.c -m64 // - win/mingw : gcc hello.c -lws2_32 -lwinmm -ldbghelp -lole32 -luser32 -lgdi32 -lcomdlg32 // - win/clang : clang hello.c -lws2_32 -lwinmm -ldbghelp -lole32 -luser32 -lgdi32 -lcomdlg32 // - linux : cc hello.c -lm -ldl -lpthread -lX11 // - linux/tcc : tcc hello.c -lm -ldl -lpthread -lX11 -D__STDC_NO_VLA__ // - osx : cc -ObjC hello.c -framework cocoa -framework iokit -framework audiotoolbox #include "v4k.h" // options unsigned no_flags = 0; bool do_debugdraw = 1; // load skybox: launch with --mie for rayleigh/mie scattering skybox_t sky; // animated models loading model_t girl; // camera camera_t cam; void gameloop(void *userdata) { // input if( input_down(KEY_ESC) && !is(ems) ) exit(0); if( input_down(KEY_F5) ) window_reload(); if( input_down(KEY_F11) ) window_fullscreen( window_has_fullscreen() ^ 1 ); if( input_down(KEY_X) && input_held(KEY_LALT) ) window_screenshot(__FILE__ ".png"); if( input_down(KEY_Z) && input_held(KEY_LALT) ) window_record(__FILE__ ".mp4"); // 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 ); // apply post-fxs from here //fx_begin(); // debug draw ddraw_ground(0); if(do_debugdraw) ddraw_demo(); // showcase many debugdraw shapes ddraw_flush(); // draw skybox skybox_render(&sky, cam.proj, cam.view); // animate girl float delta = window_delta() * 30; // 30fps anim girl.curframe = model_animate(girl, girl.curframe + delta); // draw girl model_render(girl, cam.proj, cam.view, girl.pivot, no_flags); // post-fxs end here //fx_end(); // font demo font_print(va(FONT_BOTTOM FONT_RIGHT FONT_H6 "%5.2f FPS", window_fps())); // draw ui demo (true=showcase windows) ui_demo(true); // draw ui if( ui_panel("App ", PANEL_OPEN)) { ui_section("DebugDraw"); if( ui_bool("Show debugdraw demo", &do_debugdraw) ) {} ui_section("Script"); if( ui_button("Test Lua") ) script_run("ui_notify(nil, \"Hello from Lua! Version: \" .. _VERSION)"); ui_panel_end(); } } int main() { // window (80% sized, MSAA x4 flag) window_create(80, WINDOW_MSAA4); window_title(__FILE__); // load skybox: launch with --mie for rayleigh/mie scattering sky = skybox(flag("--mie") ? 0 : "cubemaps/stardust", no_flags); // animated models loading girl = model("kgirl/kgirls01.fbx", no_flags); compose44( girl.pivot, vec3(0,0,0), eulerq(vec3(-90,0,0)), vec3(2,2,2)); // position, rotation, scale // camera cam = camera(); // demo loop window_loop(gameloop, NULL); }