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authorsanine-a <sanine.not@pm.me>2020-05-22 15:19:55 -0500
committersanine-a <sanine.not@pm.me>2020-05-22 15:19:55 -0500
commite02ac3c921d816945324f1a887a0ed1db12f342e (patch)
tree125ce51b1038b786810a1fcb7cf7f536369350ae /demo.c
parent5379b4214696e64902c5e10b3d4ef3d503fddcc4 (diff)
create basic honey_camera
Diffstat (limited to 'demo.c')
-rw-r--r--demo.c107
1 files changed, 58 insertions, 49 deletions
diff --git a/demo.c b/demo.c
index e2ef74a..d7df41b 100644
--- a/demo.c
+++ b/demo.c
@@ -5,14 +5,9 @@ honey_window window;
unsigned int screen_width = 640;
unsigned int screen_height = 480;
-vec3 cameraPosition, cameraFacing, cameraUp;
-
-vec3 cameraPosition = { 0, 0, 3 };
-vec3 cameraFacing = { 0, 0, -1 };
-vec3 cameraUp = { 0, 1, 0 };
-float cameraSpeed = 2.0;
-float cameraPitch = 0;
-float cameraYaw = 0;
+honey_camera camera;
+float cameraSpeed = 3.0;
+float camera_roll_speed = 1.0;
const float cameraMouseSensitivity = 0.1;
honey_mesh cube;
@@ -51,24 +46,31 @@ void mouseCallback(GLFWwindow* window, double x, double y) {
xOffset *= cameraMouseSensitivity;
yOffset *= cameraMouseSensitivity;
- cameraYaw += xOffset;
- cameraPitch -= yOffset;
+ float yaw = glm_deg(camera.angle[1]) + xOffset;
+ float pitch = glm_deg(camera.angle[0]) - yOffset;
- if (cameraPitch > 89) { cameraPitch = 89; }
- if (cameraPitch < -89) { cameraPitch = -89; }
+ if (pitch > 89) { pitch = 89; }
+ if (pitch < -89) { pitch = -89; }
- cameraFacing[0] = cos(glm_rad(cameraYaw))*cos(glm_rad(cameraPitch));
- cameraFacing[1] = sin(glm_rad(cameraPitch));
- cameraFacing[2] = sin(glm_rad(cameraYaw)) * cos(glm_rad(cameraPitch));
- glm_vec3_normalize(cameraFacing);
+ camera.angle[0] = glm_rad(pitch);
+ camera.angle[1] = glm_rad(yaw);
}
/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
+void print_vec3(vec3 v) {
+ printf("(%f, %f, %f)\n", v[0], v[1], v[2]);
+}
+
void update(float dt) {
glfwPollEvents();
- glm_rotate_x(model, glm_rad(10*dt), model);
+ printf("~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n");
+ print_vec3(camera.look_direction);
+ print_vec3(camera.up);
+ print_vec3(camera.right);
+
+ //glm_rotate_x(model, glm_rad(10*dt), model);
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
glfwSetWindowShouldClose(window, true);
@@ -85,28 +87,31 @@ void update(float dt) {
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) {
vec3 step;
- glm_vec3_scale(cameraFacing, cameraSpeed*dt, step);
- glm_vec3_add(cameraPosition, step, cameraPosition);
+ glm_vec3_scale(camera.look_direction, cameraSpeed*dt, step);
+ glm_vec3_add(camera.position, step, camera.position);
}
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) {
vec3 step;
- glm_vec3_scale(cameraFacing, -cameraSpeed*dt, step);
- glm_vec3_add(cameraPosition, step, cameraPosition);
+ glm_vec3_scale(camera.look_direction, -cameraSpeed*dt, step);
+ glm_vec3_add(camera.position, step, camera.position);
}
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) {
- vec3 direction, step;
- glm_vec3_cross(cameraFacing, cameraUp, direction);
- glm_vec3_normalize(direction);
- glm_vec3_scale(direction, -cameraSpeed*dt, step);
- glm_vec3_add(cameraPosition, step, cameraPosition);
+ vec3 step;
+ glm_vec3_scale(camera.right, cameraSpeed*dt, step);
+ glm_vec3_add(camera.position, step, camera.position);
}
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) {
- vec3 direction, step;
- glm_vec3_cross(cameraFacing, cameraUp, direction);
- glm_vec3_normalize(direction);
- glm_vec3_scale(direction, cameraSpeed*dt, step);
- glm_vec3_add(cameraPosition, step, cameraPosition);
+ vec3 step;
+ glm_vec3_scale(camera.right, -cameraSpeed*dt, step);
+ glm_vec3_add(camera.position, step, camera.position);
+ }
+ if (glfwGetKey(window, GLFW_KEY_E) == GLFW_PRESS) {
+ camera.angle[2] += camera_roll_speed*dt;
}
+ if (glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS) {
+ camera.angle[2] -= camera_roll_speed*dt;
+ }
+
}
/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
@@ -122,20 +127,16 @@ void draw() {
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
- glm_perspective_default(((float)screen_width)/screen_height, projection);
- honey_shader_set_matrix_4fv(shader, "projection", (float*) projection);
-
- vec3 cameraDirection;
- glm_vec3_add(cameraPosition, cameraFacing, cameraDirection);
- glm_lookat(cameraPosition, cameraDirection, cameraUp, view);
- honey_shader_set_matrix_4fv(shader, "view", (float*) view);
+ honey_camera_calculate_view(&camera);
+ honey_shader_set_mat4(shader, "view", camera.view);
- honey_shader_set_matrix_4fv(shader, "model", (float*) model);
+ honey_shader_set_mat4(shader, "model", model);
honey_texture_use(container, 0);
honey_texture_use(happy_face, 1);
honey_mesh_draw(cube, shader);
+ honey_mesh_draw(cube, shader);
glfwSwapBuffers(window);
}
@@ -171,16 +172,24 @@ int main() {
honey_shader_set_int(shader, "happy_texture", 1);
glm_mat4_identity(model);
- glm_rotate_x(model, glm_rad(-55), model);
- honey_shader_set_matrix_4fv(shader, "model", (float*) model);
-
- glm_lookat(cameraPosition, cameraFacing, cameraUp, view);
- honey_shader_set_matrix_4fv(shader, "view", (float*) view);
-
- glm_mat4_identity(projection);
- /* glm_perspective(glm_rad(90), float(screen_width)/screen_height, 0.1, 100); */
- glm_perspective_default(((float)screen_width)/screen_height, projection);
- honey_shader_set_matrix_4fv(shader, "projection", (float*) projection);
+ //glm_rotate_x(model, glm_rad(-55), model);
+ honey_shader_set_mat4(shader, "model", model);
+
+ vec3 camera_pos = { 4, 0, 0 };
+ vec3 camera_angle = { 0, glm_rad(180), 0 };
+ float camera_near = 0.1;
+ float camera_far = 100;
+ float camera_fov = glm_rad(45);
+ float camera_aspect_ratio = ((float) screen_width)/screen_height;
+ honey_camera_new_perspective(&camera,
+ camera_pos,
+ camera_angle,
+ camera_aspect_ratio,
+ camera_near, camera_far,
+ camera_fov);
+
+ honey_shader_set_mat4(shader, "view", camera.view);
+ honey_shader_set_mat4(shader, "projection", camera.projection);
glEnable(GL_DEPTH_TEST);