v4k-git-backup/demos/99-cubemap.c

93 lines
2.9 KiB
C

#include "v4k.h"
int SKY_DIR = 0;
const char *SKY_DIRS[] = {
"cubemaps/bridge3/",
"cubemaps/colors/",
"cubemaps/colors2/",
"cubemaps/mountain/",
"cubemaps/room/",
"cubemaps/stardust/",
"hdr/MonValley_G_DirtRoad_1k.hdr",
"hdr/Factory_Catwalk_1k.hdr",
"hdr/Shiodome_Stairs_1k.hdr",
};
int OBJ_MDL = 0;
const char *OBJ_MDLS[] = {
"meshes/sphere.obj",
"meshes/suzanne.obj",
"meshes/gazebo.obj",
};
int main(int argc, char** argv) {
window_create(85, WINDOW_MSAA8);
camera_t cam = camera();
skybox_t sky = {0};
model_t mdl = {0};
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);
mdl = model(OBJ_MDLS[OBJ_MDL], 0);
// rotation44(mdl.pivot, 0, 1,0,0); // @fixme: -90,1,0,0 -> should we rotate SHMs as well? compensate rotation in shader?
if (flag("--mie")) {
skybox_mie_calc_sh(&sky);
}
}
// 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_move(&cam, wasdec.x,wasdec.y,wasdec.z);
camera_fps(&cam, mouse.x,mouse.y);
// render
mat44 mvp; multiply44x2(mvp, cam.proj, cam.view);
{
skybox_render(&sky, cam.proj, cam.view);
shader_bind(mdl.program);
shader_vec3v("u_coefficients_sh", 9, sky.cubemap.sh);
shader_int("u_textured", false);
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();
for (int i = 0; i < 9; i++) {
vec3 remap = scale3(add3(sky.cubemap.sh[i], vec3(1,1,1)), 127.5f); // -1..+1 -> 0..255
ui_color3(va("SH Coefficient [%d]", i), &remap.x);
sky.cubemap.sh[i] = sub3(scale3(remap, 1/127.5f), vec3(1,1,1));
}
ui_panel_end();
}
}
}