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60 lines (47 loc) · 1.58 KB
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#include "addons/Mainloop.h"
#include "addons/window/Viewer.h"
#define A "\0\0\0"
#define B "\xEE\xBB\x66"
#define C "\xFF\xDD\xBB"
using namespace ink;
const char* TEXTURE =
A B B B B B B B B B B A B B B B B A A A B B B B B B B B C C C A B B B B
B B B B C C C B B B B B B B B B B A A A B B B B B B B B C C C A A A B B
B B B B C C C C C A A B B B A A A B B C C C A B B C C C A A A C C C A B
B C C C C C C C C C B B B B C C C C C C C B B B A B B B B B B B B B B A;
Scene scene;
Renderer renderer;
Viewer viewer;
void conf(Settings& t) {
t.title = "Ink3D Example";
t.show_cursor = false;
t.lock_cursor = true;
t.background_color = Vec3(1.0, 0.93, 0.8);
}
void load() {
Instance* instance = new Instance();
instance->mesh = new Mesh(BoxMesh::create());
scene.add(instance);
Image* image = new Image(12, 12, 3);
std::copy_n(TEXTURE, 12 * 12 * 3, &image->data[0]);
Material* material = new Material();
material->color_map = image;
scene.set_material("default", material);
HemisphereLight* light = new HemisphereLight(Vec3(1), Vec3(0.5));
light->direction = Vec3(0, 0, -1);
scene.add_light(light);
renderer.set_rendering_mode(FORWARD_RENDERING);
renderer.set_texture_callback([](gpu::Texture& t) -> void {
t.set_filters(TEXTURE_NEAREST, TEXTURE_NEAREST);
});
renderer.load_scene(scene);
renderer.set_viewport(gpu::Rect(960, 540));
viewer = Viewer(new PerspCamera(75 * DEG_TO_RAD, 1.77, 0.05, 500));
viewer.set_position(Vec3(0, 0, -2));
}
void update(float dt) {
Renderer::update_scene(scene);
viewer.update(dt);
renderer.render(scene, *viewer.get_camera());
}
void quit() {}