From f7b91c2eae24ecb7a20b638246fb849d6c63615a Mon Sep 17 00:00:00 2001 From: Omniscient <17525998+omnisci3nce@users.noreply.github.com> Date: Sat, 30 Mar 2024 21:39:31 +1100 Subject: start adding mouse input processing --- examples/input/ex_input.c | 113 ++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 113 insertions(+) create mode 100644 examples/input/ex_input.c (limited to 'examples/input/ex_input.c') diff --git a/examples/input/ex_input.c b/examples/input/ex_input.c new file mode 100644 index 0000000..d3d1fbd --- /dev/null +++ b/examples/input/ex_input.c @@ -0,0 +1,113 @@ +#include + +#include "camera.h" +#include "core.h" +#include "input.h" +#include "keys.h" +#include "maths.h" +#include "maths_types.h" +#include "render.h" +#include "render_backend.h" + +typedef struct game_state { + camera camera; + vec3 camera_euler; + bool first_mouse_update; +} game_state; + +void update_camera_rotation(input_state* input, game_state* game, camera* cam); + +int main() { + core* core = core_bringup(); + + game_state game = { + .camera = camera_create(vec3_create(0, 0, 30), vec3_create(0, 0, -1), VEC3_Y, deg_to_rad(45.0)), + .camera_euler = vec3_create(90, 0, 0), + .first_mouse_update = true, + }; + + printf("Starting look direction: "); + print_vec3(game.camera.front); + + // Main loop + const f32 camera_speed = 0.4; + + 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_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); + } 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); + } 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); + } + 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); + + 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; + } + + printf("x offset: %f y offset %f\n", xoffset, yoffset); + + float sensitivity = 0.1f; // 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; + // cam->front.z = front.z; + + print_vec3(cam->front); +} -- cgit v1.2.3-70-g09d2 From 2c55e9a73ae1321c14f5186ecc75ac949ad19bbd Mon Sep 17 00:00:00 2001 From: Omniscient <17525998+omnisci3nce@users.noreply.github.com> Date: Sat, 30 Mar 2024 21:46:10 +1100 Subject: chore: format --- examples/input/ex_input.c | 4 +--- src/maths/maths.h | 4 +--- 2 files changed, 2 insertions(+), 6 deletions(-) (limited to 'examples/input/ex_input.c') diff --git a/examples/input/ex_input.c b/examples/input/ex_input.c index d3d1fbd..4bbf76a 100644 --- a/examples/input/ex_input.c +++ b/examples/input/ex_input.c @@ -79,8 +79,6 @@ void update_camera_rotation(input_state* input, game_state* game, camera* cam) { game->first_mouse_update = false; } - printf("x offset: %f y offset %f\n", xoffset, yoffset); - float sensitivity = 0.1f; // change this value to your liking xoffset *= sensitivity; yoffset *= sensitivity; @@ -107,7 +105,7 @@ void update_camera_rotation(input_state* input, game_state* game, camera* cam) { // save it back cam->front.x = front.x; cam->front.y = front.y; - // cam->front.z = front.z; + // roll is static print_vec3(cam->front); } diff --git a/src/maths/maths.h b/src/maths/maths.h index baa75e9..6fbdfdf 100644 --- a/src/maths/maths.h +++ b/src/maths/maths.h @@ -49,9 +49,7 @@ static inline vec3 vec3_cross(vec3 a, vec3 b) { #define VEC3_Z ((vec3){ .x = 0.0, .y = 0.0, .z = 1.0 }) #define VEC3_NEG_Z ((vec3){ .x = 0.0, .y = 0.0, .z = -1.0 }) -static inline void print_vec3(vec3 v) { - printf("{ x: %f, y: %f, z: %f )\n", v.x, v.y, v.z); -} +static inline void print_vec3(vec3 v) { printf("{ x: %f, y: %f, z: %f )\n", v.x, v.y, v.z); } // TODO: Dimension 2 static inline vec2 vec2_create(f32 x, f32 y) { return (vec2){ x, y }; } -- cgit v1.2.3-70-g09d2 From c20740ecbb008afbe93c7fa1eb35851cedc6eb42 Mon Sep 17 00:00:00 2001 From: Omniscient <17525998+omnisci3nce@users.noreply.github.com> Date: Sat, 30 Mar 2024 23:14:39 +1100 Subject: vulkan glossary --- examples/input/ex_input.c | 2 +- src/renderer/backends/vulkan/vulkan_glossary.md | 18 ++++++++++++++++++ 2 files changed, 19 insertions(+), 1 deletion(-) create mode 100644 src/renderer/backends/vulkan/vulkan_glossary.md (limited to 'examples/input/ex_input.c') diff --git a/examples/input/ex_input.c b/examples/input/ex_input.c index 4bbf76a..7ead3ec 100644 --- a/examples/input/ex_input.c +++ b/examples/input/ex_input.c @@ -12,7 +12,7 @@ typedef struct game_state { camera camera; vec3 camera_euler; - bool first_mouse_update; + 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); diff --git a/src/renderer/backends/vulkan/vulkan_glossary.md b/src/renderer/backends/vulkan/vulkan_glossary.md new file mode 100644 index 0000000..4214f9d --- /dev/null +++ b/src/renderer/backends/vulkan/vulkan_glossary.md @@ -0,0 +1,18 @@ +# Vulkan Glossary + +*from https://vkguide.dev/docs/introduction/vulkan_execution/* + +- **VkInstance**: The Vulkan context, used to access drivers. +- **VkPhysicalDevice**: A GPU. Used to query physical GPU details, like features, capabilities, memory size, etc. +- **VkDevice**: The “logical” GPU context that you actually execute things on. +- **VkBuffer**: A chunk of GPU visible memory. +- **VkImage**: A texture you can write to and read from. +- **VkPipeline**: Holds the state of the gpu needed to draw. For example: shaders, rasterization options, depth settings. +- **VkRenderPass**: Holds information about the images you are rendering into. All drawing commands have to be done inside a renderpass. Only used in legacy vkguide. +- **VkFrameBuffer**: Holds the target images for a renderpass. Only used in legacy vkguide. +- **VkCommandBuffer**: Encodes GPU commands. All execution that is performed on the GPU itself (not in the driver) has to be encoded in a VkCommandBuffer. +- **VkQueue**: Execution “port” for commands. GPUs will have a set of queues with different properties. Some allow only graphics commands, others only allow memory commands, etc. Command buffers are executed by submitting them into a queue, which will copy the rendering commands onto the GPU for execution. +- **VkDescriptorSet**: Holds the binding information that connects shader inputs to data such as VkBuffer resources and VkImage textures. Think of it as a set of gpu-side pointers that you bind once. +- **VkSwapchainKHR**: Holds the images for the screen. It allows you to render things into a visible window. The KHR suffix shows that it comes from an extension, which in this case is VK_KHR_swapchain. +- **VkSemaphore**: Synchronizes GPU to GPU execution of commands. Used for syncing multiple command buffer submissions one after another. +- **VkFence**: Synchronizes GPU to CPU execution of commands. Used to know if a command buffer has finished being executed on the GPU. -- cgit v1.2.3-70-g09d2