diff options
Diffstat (limited to 'examples/input/ex_input.c')
-rw-r--r-- | examples/input/ex_input.c | 120 |
1 files changed, 120 insertions, 0 deletions
diff --git a/examples/input/ex_input.c b/examples/input/ex_input.c new file mode 100644 index 0000000..576b364 --- /dev/null +++ b/examples/input/ex_input.c @@ -0,0 +1,120 @@ +#include <glfw3.h> + +#include "camera.h" +#include "core.h" +#include "input.h" +#include "keys.h" +#include "maths.h" +#include "maths_types.h" +#include "primitives.h" +#include "render.h" +#include "render_backend.h" +#include "render_types.h" + +typedef struct game_state { + camera camera; + vec3 camera_euler; + bool first_mouse_update; // so the camera doesnt lurch when you run the first + // process_camera_rotation +} game_state; + +void update_camera_rotation(input_state* input, game_state* game, camera* cam); + +int main() { + core* core = core_bringup(); + + 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, + }; + + // load a texture + texture tex = texture_data_load("assets/models/obj/cube/container.jpg", false); + texture_data_upload(&tex); + + printf("Starting look direction: "); + print_vec3(game.camera.front); + + // Main loop + const f32 camera_lateral_speed = 0.2; + const f32 camera_zoom_speed = 0.15; + + while (!should_exit(core)) { + input_update(&core->input); + + 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_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_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_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_lateral_speed); + } + game.camera.position = vec3_add(game.camera.position, translation); + // update_camera_rotation(&core->input, &game, &game.camera); + + // UNUSED: threadpool_process_results(&core->threadpool, 1); + + render_frame_begin(&core->renderer); + + mat4 model = mat4_translation(VEC3_ZERO); + + gfx_backend_draw_frame(&core->renderer, &game.camera, model, &tex); + + render_frame_end(&core->renderer); + } + + core_shutdown(core); + + return 0; +} + +void update_camera_rotation(input_state* input, game_state* game, camera* cam) { + float xoffset = -input->mouse.x_delta; // xpos - lastX; + float yoffset = -input->mouse.y_delta; // reversed since y-coordinates go from bottom to top + if (game->first_mouse_update) { + xoffset = 0.0; + yoffset = 0.0; + game->first_mouse_update = false; + } + + float sensitivity = 0.2f; // change this value to your liking + xoffset *= sensitivity; + yoffset *= sensitivity; + + // x = yaw + game->camera_euler.x += xoffset; + // y = pitch + game->camera_euler.y += yoffset; + // we dont update roll + + f32 yaw = game->camera_euler.x; + f32 pitch = game->camera_euler.y; + + // make sure that when pitch is out of bounds, screen doesn't get flipped + if (game->camera_euler.y > 89.0f) game->camera_euler.y = 89.0f; + if (game->camera_euler.y < -89.0f) game->camera_euler.y = -89.0f; + + vec3 front = cam->front; + front.x = cos(deg_to_rad(yaw) * cos(deg_to_rad(pitch))); + front.y = sin(deg_to_rad(pitch)); + front.z = sin(deg_to_rad(yaw)) * cos(deg_to_rad(pitch)); + + front = vec3_normalise(front); + // save it back + cam->front.x = front.x; + cam->front.y = front.y; + // roll is static + + print_vec3(cam->front); +} |