#include "v4k.h" float* billboard(mat44 modelview, bool billboard_x, bool billboard_y, bool billboard_z) { if( billboard_x ) { modelview[0*4+0] = 1; modelview[0*4+1] = 0; modelview[0*4+2] = 0; } if( billboard_y ) { modelview[1*4+0] = 0; modelview[1*4+1] = 1; modelview[1*4+2] = 0; } if( billboard_z ) { modelview[2*4+0] = 0; modelview[2*4+1] = 0; modelview[2*4+2] = 1; } return modelview; } const char *billboard_name(bool billboard_x, bool billboard_y, bool billboard_z) { // Spherical billboarding makes the object to always face the camera no matter the position of the camera on an imaginary sphere. // Cylindrical billboarding makes the object to face the camera only when the camera looks at the right or at the left. return billboard_x && billboard_y && billboard_z ? "(spherical billboard)" : billboard_x && billboard_z ? "(cylindrical billboard)" : ""; } const char *shader_projected_vs = "#version 150\n" "in vec3 att_position;\n" "in vec2 att_uv;\n" "out vec2 uv;\n" "uniform mat4 u_projection;\n" "uniform mat4 u_modelview;\n" //"uniform mat4 u_billboard;\n" "uniform float u_aspect;\n" "void main() {\n" " gl_Position = u_projection * u_modelview * vec4(att_position, 1.0f);\n" " uv = vec2(att_uv.x, 1.0 - att_uv.y);\n" "return;" " // billboarding keeping scale (see: https://stackoverflow.com/questions/15937842/glsl-billboard-shader-keep-the-scaling)\n" " vec2 scale = vec2( length(u_modelview[0]) / u_aspect, length(u_modelview[1]) );\n" " vec4 billboard = u_modelview * vec4(vec3(0.0), 1.0);\n" " gl_Position = u_projection * billboard + vec4(scale * att_position.xy, 0.0, 0.0);\n" "" "}\n"; const char *shader_textured_fs = "#version 150\n" "in vec2 uv;\n" "out vec4 out_color;\n" "uniform sampler2D u_texture;\n" "void main() {\n" " out_color = texture(u_texture, uv);\n" "}\n"; int main() { // create the window window_create( 0.5f, 0 ); window_color( RGB3(40,40,50) ); // enable some gl stuff. needed? glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); // compile shaders GLuint program = // shader(shader_projected_vs, shader_textured_fs); shader(shader_projected_vs, shader_textured_fs, "att_position,att_uv", "out_color", NULL ); // a test cube: 3POS + 2UV GLfloat vertices[] = { -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 0.5f, 0.5f, -0.5f, 1.0f, 1.0f, -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 0.5f, 0.5f, 0.5f, 1.0f, 1.0f, -0.5f, 0.5f, 0.5f, 0.0f, 1.0f, -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, -0.5f, 0.5f, 0.5f, 1.0f, 0.0f, -0.5f, 0.5f, -0.5f, 1.0f, 1.0f, -0.5f, -0.5f, -0.5f, 0.0f, 1.0f, -0.5f, -0.5f, -0.5f, 0.0f, 1.0f, -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, -0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, -0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, -0.5f, -0.5f, -0.5f, 0.0f, 1.0f, -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, -0.5f, 0.5f, -0.5f, 0.0f, 1.0f }; typedef struct MyVertex { vec3 pos; vec2 texcoord; } MyVertex; GLuint indices[] = { 0,2,1,3,5,4,6,7,8,9,10,11,12,13,14,15,16,17,18,20,19,21,23,22,24,25,26,27,28,29,30,32,31,33,35,34 }; mesh_t cube = mesh(); mesh_update(&cube, "p3 t2", 0,36,vertices, 36,indices, 0); mat44 cube_transform; id44(cube_transform); // create (fps) camera camera_t cam = camera(); // main loop while (window_swap()) { if (input(KEY_ESC)) break; // setup projection mat44 proj; perspective44(proj, 45, window_aspect(), 0.1f, 100.0f); // fps camera bool active = ui_hover() || ui_active() || 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 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); // spin cube // rotate44(cube->transform, 1, 1,1,1); static int billboard_x = 0; if( input_down(KEY_1) ) billboard_x ^= 1; static int billboard_y = 0; if( input_down(KEY_2) ) billboard_y ^= 1; static int billboard_z = 0; if( input_down(KEY_3) ) billboard_z ^= 1; // draw cube mat44 modelview; multiply44x2(modelview, cam.view, cube_transform); shader_bind(program); shader_mat44("u_projection", proj); shader_mat44("u_modelview", billboard(modelview, billboard_x,billboard_y,billboard_z) ); shader_texture("u_texture", texture_checker()); mesh_render(&cube); window_title(va("billboard_x: %s, billboard_y: %s, billboard_z: %s %s", billboard_x ? "on":"off", billboard_y ? "on":"off", billboard_z ? "on":"off", billboard_name(billboard_x,billboard_y,billboard_z))); } }