120 lines
4.2 KiB
C
120 lines
4.2 KiB
C
// ddraw demo: fps camera, renderdd, collide, math, ui, fx
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// - rlyeh, public domain.
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//
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// Compile with:
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// `make demos\02-ddraw.c` (windows)
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// `sh MAKE.bat demos/02-ddraw.c` (linux, osx)
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#include "v4k.h"
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int main() {
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bool do_colliders_demo = 1;
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bool do_debugdraw_demo = 0;
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// 75% size, MSAAx2
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window_create(75.0, WINDOW_MSAA2);
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window_title(__FILE__);
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// camera that points to origin
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camera_t cam = camera();
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// load skybox folder (no flags)
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skybox_t sky = skybox("cubemaps/stardust", 0);
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// load all postfx files in all subdirs
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fx_load("fx**.fs");
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// main loop
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while( window_swap() ) {
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// input handler
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if (input_down(KEY_F11) ) window_fullscreen( window_has_fullscreen()^1 );
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if (input_down(KEY_ESC) ) break;
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// fps camera
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profile("FPS camera") {
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if( input(GAMEPAD_CONNECTED) ) {
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vec2 filtered_lpad = input_filter_deadzone(input2(GAMEPAD_LPAD), 0.15f/*do_gamepad_deadzone*/ + 1e-3 );
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vec2 filtered_rpad = input_filter_deadzone(input2(GAMEPAD_RPAD), 0.15f/*do_gamepad_deadzone*/ + 1e-3 );
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vec2 mouse = scale2(vec2(filtered_rpad.x, filtered_rpad.y), 1.0f);
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vec3 wasdec = scale3(vec3(filtered_lpad.x, input(GAMEPAD_LT) - input(GAMEPAD_RT), filtered_lpad.y), 1.0f);
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camera_move(&cam, wasdec.x,wasdec.y,wasdec.z);
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camera_fps(&cam, mouse.x,mouse.y);
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window_cursor( true );
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} else {
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bool active = ui_active() || ui_hover() || gizmo_active() ? false : input(MOUSE_L) || input(MOUSE_M) || input(MOUSE_R);
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if( active ) cam.speed = clampf(cam.speed + input_diff(MOUSE_W) / 10, 0.05f, 5.0f);
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vec2 mouse = scale2(vec2(input_diff(MOUSE_X), -input_diff(MOUSE_Y)), 0.2f * active);
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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);
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camera_move(&cam, wasdecq.x,wasdecq.y,wasdecq.z);
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camera_fps(&cam, mouse.x,mouse.y);
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window_cursor( !active );
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}
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}
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fx_begin();
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// draw skybox
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skybox_render(&sky, cam.proj, cam.view);
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// world
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ddraw_grid(0);
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// boids
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static swarm_t sw;
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profile("boids") {
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do_once sw = swarm();
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do_once array_push(sw.steering_targets, vec3(0,0,0));
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do_once for(int i = 0; i < 100; ++i)
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array_push(sw.boids, boid(scale3(rnd3(),10), rnd3())); // pos,vel
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// move
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sw.steering_targets[0] = cam.position;
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swarm_update(&sw, window_delta());
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// draw
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for (int j = 0, end = array_count(sw.boids); j < end; ++j) {
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vec3 dir = norm3(sub3(sw.boids[j].position, sw.boids[j].prev_position));
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ddraw_boid(sw.boids[j].position, dir);
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}
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}
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// showcase many debugdraw shapes
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if( do_debugdraw_demo ) {
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ddraw_demo();
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}
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// showcase many colliding tests
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if( do_colliders_demo ) {
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collide_demo();
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}
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fx_end();
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// ui
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if( ui_panel("App", 0) ) {
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ui_bool("Collide demo", &do_colliders_demo);
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ui_bool("DebugDraw demo", &do_debugdraw_demo);
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ui_panel_end();
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}
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if( ui_panel("Swarm", 0) ) {
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ui_swarm(&sw);
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ui_panel_end();
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}
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if( ui_panel("Camera", 0)) {
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if( ui_float("Speed", &cam.speed) ) {}
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if( ui_float3("Position", cam.position.v3) ) {}
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ui_panel_end();
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}
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if( ui_panel("FX", 0) ) {
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for( int i = 0; i < 64; ++i ) {
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char *name = fx_name(i); if( !name ) break;
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bool b = fx_enabled(i);
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if( ui_bool(name, &b) ) fx_enable(i, fx_enabled(i) ^ 1);
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}
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ui_panel_end();
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}
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}
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}
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// this demo supersedes following old sources:
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// https://github.com/r-lyeh/V4K/blob/45e34d7890b2b8fe1f4994f4b76e496280d83cb6/demos/00-collide.c
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