#include "v4k.h" int SKY_DIR = 0; const char *SKY_DIRS[] = { "cubemaps/bridge3/", "cubemaps/colors/", "cubemaps/colors2/", "hdr/Tokyo_BigSight_1k.hdr", }; int OBJ_MDL = 0; const char *OBJ_MDLS[] = { "meshes/ShadowsTest.obj", "meshes/sphere.obj", "meshes/suzanne.obj", "meshes/gazebo.obj", }; int main(int argc, char** argv) { window_create(85, WINDOW_MSAA8); // window_fps_unlock(); camera_t cam = camera(); { cam.position = vec3(0, 7.5, 15); cam.pitch = -15; cam.yaw = -90; camera_fps(&cam, 0, 0); } skybox_t sky = {0}; model_t mdl = {0}; shadowmap_t sm = {0}; light_t lit = light(); { lit.type = LIGHT_POINT; lit.cast_shadows = true; // lit.shadow_distance = 1.0f; // lit.falloff.linear = 0.5f; lit.falloff.quadratic = 0.1f; } light_t lit2 = light(); { lit2.type = LIGHT_POINT; lit2.cast_shadows = true; lit2.diffuse = vec3(1, 0.7, 0.8); // lit2.shadow_distance = 1.0f; // lit2.falloff.linear = 0.5f; lit2.falloff.quadratic = 0.1f; } light_t lit3 = light(); { lit3.type = LIGHT_SPOT; lit3.cast_shadows = true; // lit3.shadow_distance = 5.0f; lit3.diffuse = vec3(1, 0.7, 0.8); } light_t lit4 = light(); { lit4.type = LIGHT_DIRECTIONAL; lit4.cast_shadows = true; // lit4.shadow_distance = 2000.0f; lit4.diffuse = vec3(1, 0.7, 0.8); } array(light_t) point_lights = 0; array_push(point_lights, lit); array_push(point_lights, lit2); array(light_t) spot_lights = 0; array_push(spot_lights, lit3); array(light_t) directional_lights = 0; array_push(directional_lights, lit4); array(light_t) all_lights = 0; array_push(all_lights, lit); array_push(all_lights, lit2); array_push(all_lights, lit3); array_push(all_lights, lit4); bool initialized = 0; bool must_reload = 0; while( window_swap()) { if (input_down(KEY_ESC)) break; // reloading if( must_reload ) { must_reload = 0; skybox_destroy(&sky); model_destroy(mdl); initialized = 0; } if( !initialized ) { initialized = 1; sky = skybox(flag("--mie") ? 0 : SKY_DIRS[SKY_DIR], 0); sm = shadowmap(512, 4096); // sm.blur_pcf = 1; // sm.blur_scale mdl = model(OBJ_MDLS[OBJ_MDL], 0); shader_bind(mdl.program); cubemap_sh_shader(&sky.cubemap); } // 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 wasdec = scale3(vec3(input(KEY_D)-input(KEY_A),input(KEY_E)-input(KEY_C),input(KEY_W)-input(KEY_S)), cam.speed); camera_moveby(&cam, wasdec); camera_fps(&cam, mouse.x,mouse.y); enum { POINT, SPOT, DIR, ALL }; static unsigned mode = ALL; if (input_down(KEY_1)) mode = POINT; if (input_down(KEY_2)) mode = SPOT; if (input_down(KEY_3)) mode = DIR; if (input_down(KEY_4)) mode = ALL; light_t *lights = 0; switch (mode) { case POINT: lights = point_lights; break; case SPOT: lights = spot_lights; break; case DIR: lights = directional_lights; break; case ALL: lights = all_lights; break; } // Animate light if (mode == POINT) { lights[0].pos = vec3(0, 5.5, 1); lights[0].pos.x += sinf(window_time()*2)*4.5f; lights[0].pos.y += cosf(window_time()*2)*1.0; lights[0].pos.z += cosf(window_time()*2)*6.0; lights[1].pos = vec3(0, 7.5, 1); lights[1].pos.x += sinf(window_time()*4)*4.5f; lights[1].pos.y += cosf(window_time()*4)*1.0; lights[1].pos.z += cosf(window_time()*4)*6.0; } static bool camera_spot = true; if (input_down(KEY_SPACE)) camera_spot = !camera_spot; if (mode == SPOT && camera_spot) { lights[0].pos = cam.position; lights[0].pos = add3(lights[0].pos, scale3(cam.lookdir, 1.5f)); vec3 rhs = cross3(cam.lookdir, vec3(0,1,0)); lights[0].pos = add3(lights[0].pos, scale3(rhs, 0.5)); lights[0].dir = cam.lookdir; } if (mode == DIR) { lights[0].pos = cam.position; lights[0].dir = vec3(1,-1,-1); } if (mode == ALL) { lights[0].pos = vec3(0, 5.5, 1); lights[0].pos.x += sinf(window_time()*2)*4.5f; lights[0].pos.y += cosf(window_time()*2)*1.0; lights[0].pos.z += cosf(window_time()*2)*6.0; lights[1].pos = vec3(0, 7.5, 1); lights[1].pos.x += sinf(window_time()*4)*4.5f; lights[1].pos.y += cosf(window_time()*4)*1.0; lights[1].pos.z += cosf(window_time()*4)*6.0; lights[2].pos = cam.position; lights[2].pos = add3(lights[2].pos, scale3(cam.lookdir, 1.5f)); vec3 rhs = cross3(cam.lookdir, vec3(0,1,0)); lights[2].pos = add3(lights[2].pos, scale3(rhs, 0.5)); lights[2].dir = cam.lookdir; lights[3].dir = vec3(1,-1,-1); } // Render shadowmap shadowmap_begin(&sm); { for (int i = 0; i < array_count(lights); i++) { while (shadowmap_step(&sm)) { shadowmap_light(&sm, &lights[i], cam.proj, cam.view); model_render(mdl, cam.proj, cam.view, mdl.pivot, 0); } } } shadowmap_end(&sm); // render mat44 mvp; multiply44x2(mvp, cam.proj, cam.view); { skybox_render(&sky, cam.proj, cam.view); shader_bind(mdl.program); light_update(array_count(lights), lights); model_shadow(&mdl, &sm); model_render(mdl, cam.proj, cam.view, mdl.pivot, 0); } if( ui_panel("Scene", 0)) { if( ui_list("Skybox", SKY_DIRS, countof(SKY_DIRS), &SKY_DIR) ) { must_reload = 1; } if( ui_list("Model", OBJ_MDLS, countof(OBJ_MDLS), &OBJ_MDL) ) { must_reload = 1; } ui_separator(); ui_lights(array_count(lights), lights); ui_separator(); ui_bool("CSM Blur", &sm.blur_csm); ui_slider("CSM Blur Scale", &sm.csm_blur_scale); ui_bool("VSM Blur", &sm.blur_vsm); ui_slider("VSM Blur Scale", &sm.vsm_blur_scale); ui_shadowmap(&sm); ui_panel_end(); } } }