v4k-git-backup/demos/09-shadows.c

202 lines
6.3 KiB
C

#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;
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].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].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_panel_end();
}
}
}