// render sponza #include "v4k.h" int main() { window_create(80, WINDOW_MSAA8); window_title(__FILE__); // load all fx files fx_load("fx**.fs"); // load skybox skybox_t sky = skybox(flag("--mie") ? 0 : "cubemaps/stardust", 0); // --mie for rayleigh/mie scattering // load static scene model_t sponza; sponza = model("sponza.obj", 0); // MODEL_NO_TEXTURES); translation44(sponza.pivot, 0,-1,0); rotate44(sponza.pivot, -90,1,0,0); scale44(sponza.pivot, 10,10,10); // camera camera_t cam = camera(); cam.speed = 0.2f; // demo loop while (window_swap()) { // input if( input_down(KEY_ESC) ) break; if( input_down(KEY_F5) ) window_reload(); if( input_down(KEY_F11) ) window_fullscreen( window_has_fullscreen() ^ 1 ); if( input_down(KEY_X) ) window_screenshot(__FILE__ ".png"); if( input_down(KEY_Z) ) 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_move(&cam, wasdecq.x,wasdecq.y,wasdecq.z); camera_fps(&cam, mouse.x,mouse.y); window_cursor( !active ); // draw skybox profile("Skybox") { skybox_render(&sky, cam.proj, cam.view); } // apply post-fxs from here fx_begin(); float scale = 1.00; mat44 M; copy44(M, sponza.pivot); translate44(M, 0,0,0); scale44(M, scale,scale,scale); model_render(sponza, cam.proj, cam.view, M, 0); // post-fxs end here fx_end(); } }