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authorOmniscient <17525998+omnisci3nce@users.noreply.github.com>2024-03-31 15:35:04 +1100
committerOmniscient <17525998+omnisci3nce@users.noreply.github.com>2024-03-31 15:35:04 +1100
commita56349f682862f065c5e5af6183643fcb1f19617 (patch)
tree65dbee62ec2519f5d39b125f2d551c669b09703f /examples/input/ex_input.c
parent6463c6c1090644438d8449f7ae1a152a4a196123 (diff)
redo cube primitive vertex and normals
Diffstat (limited to 'examples/input/ex_input.c')
-rw-r--r--examples/input/ex_input.c18
1 files changed, 8 insertions, 10 deletions
diff --git a/examples/input/ex_input.c b/examples/input/ex_input.c
index f102fad..3101968 100644
--- a/examples/input/ex_input.c
+++ b/examples/input/ex_input.c
@@ -23,20 +23,19 @@ void update_camera_rotation(input_state* input, game_state* game, camera* cam);
int main() {
core* core = core_bringup();
- vec3 cam_pos = vec3_create(-15, 20.0, 13);
+ vec3 cam_pos = vec3_create(5, 5, 5);
game_state game = {
.camera = camera_create(cam_pos, vec3_negate(cam_pos), VEC3_Y, deg_to_rad(45.0)),
.camera_euler = vec3_create(90, 0, 0),
.first_mouse_update = true,
};
- // model_handle cube_handle = prim_cube_new(core);
-
printf("Starting look direction: ");
print_vec3(game.camera.front);
// Main loop
- const f32 camera_speed = 0.4;
+ const f32 camera_lateral_speed = 0.2;
+ const f32 camera_zoom_speed = 0.15;
while (!should_exit(core)) {
input_update(&core->input);
@@ -44,18 +43,18 @@ int main() {
vec3 translation = VEC3_ZERO;
if (key_is_pressed(KEYCODE_W) || key_is_pressed(KEYCODE_KEY_UP)) {
printf("Move Forwards\n");
- translation = vec3_mult(game.camera.front, camera_speed);
+ translation = vec3_mult(game.camera.front, camera_zoom_speed);
} else if (key_is_pressed(KEYCODE_S) || key_is_pressed(KEYCODE_KEY_DOWN)) {
printf("Move Backwards\n");
- translation = vec3_mult(game.camera.front, -camera_speed);
+ translation = vec3_mult(game.camera.front, -camera_zoom_speed);
} else if (key_is_pressed(KEYCODE_A) || key_is_pressed(KEYCODE_KEY_LEFT)) {
printf("Move Left\n");
vec3 lateral = vec3_normalise(vec3_cross(game.camera.front, game.camera.up));
- translation = vec3_mult(lateral, -camera_speed);
+ translation = vec3_mult(lateral, -camera_lateral_speed);
} else if (key_is_pressed(KEYCODE_D) || key_is_pressed(KEYCODE_KEY_RIGHT)) {
printf("Move Right\n");
vec3 lateral = vec3_normalise(vec3_cross(game.camera.front, game.camera.up));
- translation = vec3_mult(lateral, camera_speed);
+ translation = vec3_mult(lateral, camera_lateral_speed);
}
game.camera.position = vec3_add(game.camera.position, translation);
// update_camera_rotation(&core->input, &game, &game.camera);
@@ -64,7 +63,6 @@ int main() {
render_frame_begin(&core->renderer);
- // model cube = core->models->data[cube_handle.raw];
mat4 model = mat4_translation(VEC3_ZERO);
gfx_backend_draw_frame(&core->renderer, &game.camera, model);
@@ -86,7 +84,7 @@ void update_camera_rotation(input_state* input, game_state* game, camera* cam) {
game->first_mouse_update = false;
}
- float sensitivity = 0.1f; // change this value to your liking
+ float sensitivity = 0.2f; // change this value to your liking
xoffset *= sensitivity;
yoffset *= sensitivity;