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-rw-r--r--examples/input/ex_input.c120
1 files changed, 0 insertions, 120 deletions
diff --git a/examples/input/ex_input.c b/examples/input/ex_input.c
deleted file mode 100644
index 576b364..0000000
--- a/examples/input/ex_input.c
+++ /dev/null
@@ -1,120 +0,0 @@
-#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);
-}