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