#include "v4k.h" void ddraw_camera(camera_t *c) { vec3 center = c->position; // ddraw_prism(add3(center,vec3(2,0,0)), 0.5, 1, vec3(-1,0,0), 4); // center,radius,height,normal,segments // ddraw_box(center, vec3(2,2,1)); // center,extents mat33 r; rotationq33(r, eulerq(vec3(-c->yaw,-c->pitch,0))); ddraw_cube33(center, vec3(2,2,2), r); ddraw_circle(add3(center,vec3(+1,1,0)), vec3(0,0,1), 0.8); // pos,normal,radius ddraw_circle(add3(center,vec3(-1,1,0)), vec3(0,0,1), 0.8); // pos,normal,radius mat44 projview; multiply44x2(projview, c->proj, c->view); ddraw_frustum(projview); } int main() { window_create(0.75, 0); camera_t cam = camera(); camera_t cam2 = camera(); int spin = 1; while( window_swap() ) { if(input_down(KEY_SPACE)) spin^=1; // spin 2nd camera double t = window_time(), c = cos(t), s = sin(t); if(spin) camera_teleport(&cam2, vec3(c * 100, 100, s * 100)); camera_lookat(&cam2, vec3(0,0,0)); // 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_move(&cam, wasdecq.x,wasdecq.y,wasdecq.z); camera_fps(&cam, mouse.x,mouse.y); window_cursor( !active ); mat44 projview; multiply44x2(projview, cam2.proj, cam2.view); frustum f = frustum_build(projview); ddraw_ground(0); ddraw_camera(&cam2); int drawn = 0, total = 0; for(int z = -300; z < 300; z += 5) { for(int x = -300; x < 300; x += 5) { vec3 min = vec3(x, 0, z); vec3 max = add3(min, vec3(2.5,2.5,2.5)); if( frustum_test_aabb(f, aabb(min, max)) ) { ddraw_aabb( min, max ); ++drawn; } ++total; } } font_print(va(FONT_RIGHT "%d/%d cubes drawn", drawn, total)); } }