diff --git a/INSTALL b/INSTALL new file mode 100644 index 0000000..e7e479f --- /dev/null +++ b/INSTALL @@ -0,0 +1,12 @@ ++=============+ +| INSTALL | ++=============+ + +DEBIAN PACKAGES + + sudo apt-get update + sudo apt-get install libglew-dev + sudo apt-get install libglfw3-dev + sudo apt-get install libcglm-dev + sudo apt-get install libassimp-dev + diff --git a/include/rendlib.h b/include/rendlib.h index e167aed..2721941 100644 --- a/include/rendlib.h +++ b/include/rendlib.h @@ -1,6 +1,13 @@ #ifndef RENDLIB_H #define RENDLIB_H +#define RENDLIB_INPUT_ESC 0b00000001 +#define RENDLIB_INPUT_REL 0b00000010 +#define RENDLIB_INPUT_LEFT 0b00000100 +#define RENDLIB_INPUT_RIGHT 0b00001000 +#define RENDLIB_INPUT_BACKW 0b00010000 +#define RENDLIB_INPUT_FORW 0b00100000 + enum errs { err_glfw_init = -1, err_glfw_win = -2, diff --git a/rendlib.c b/rendlib.c index 82010e4..d32c859 100644 --- a/rendlib.c +++ b/rendlib.c @@ -14,25 +14,20 @@ int window_width = 960; int window_height = 540; char *window_title = "rendlib window"; -// global settings -float fov = 80.0f; // default fov -float fov_change = 1.0f; -vec3 camera_pos = { 0.0f, 0.0f, 20.0f }; +float fov = 90.0f; +float camera_yaw = -90.0f; +float camera_pitch = 0.0f; +float camera_sensitivity = 0.02f; +float top_movement_speed = 0.2f; +vec3 camera_pos = { 0.0f, 0.0f, 50.0f }; vec3 camera_front = { 0.0f, 0.0f, -1.0f }; vec3 camera_up = { 0.0f, 1.0f, 0.0f }; -struct object *camera_lock = NULL; // is camera locked to any object? -float camera_yaw = -90.0f; // x rotation -float camera_pitch = 0.0f; // y rotation -float camera_sensitivity = 0.01f; -float top_movement_speed = 0.2f; vec3 speed = { 0.0f, 0.0f, 0.0f }; - -GLint screen_viewport[4]; // viewport: x,y,width,height -int toggle_tracing = 0; // true or false -long added_particles = 0; +struct object *camera_lock = NULL; +GLint screen_viewport[4]; // tmp input -int inputs[8] = {0,0,0,0,0,0,}; +char input = 0; // tmp struct model *sphere_model; @@ -47,6 +42,13 @@ unsigned int fragment_shader; const char *object_vertex_shader_location = "assets/shaders/shader.vert"; const char *object_fragment_shader_location = "assets/shaders/shader.frag"; +void update_screen_viewport(int x, int y, int width, int height) { + GLFWwindow *w = glfwGetCurrentContext(); + glfwSetCursorPos(w, (width/2), (height/2)); + glViewport(x, y, width, height); + glGetIntegerv(GL_VIEWPORT, screen_viewport); +} + int load_shader(const char *path, unsigned int shader) { FILE *fp = fopen(path, "r"); if (fp == NULL) { @@ -140,21 +142,21 @@ int load_shaders(void) { void handle_input(void) { int ret = 0; - if (inputs[0]) { + if (input & RENDLIB_INPUT_ESC) { exit(EXIT_SUCCESS); - inputs[0] = 0; + input &= ~RENDLIB_INPUT_ESC; } - - if (inputs[1]) { + + if (input & RENDLIB_INPUT_REL) { ret = load_shaders(); if (ret < 0) { fprintf(stderr, "--error: reloading shaders\n"); exit(EXIT_FAILURE); } - inputs[1] = 0; + input &= ~RENDLIB_INPUT_REL; } - if (inputs[2]) { + if (input & RENDLIB_INPUT_LEFT) { vec3 side_scalar = {top_movement_speed, top_movement_speed, top_movement_speed }; vec3 camera_side; glm_cross(camera_front, camera_up, camera_side); @@ -163,7 +165,7 @@ void handle_input(void) { glm_vec3_sub(camera_pos, camera_side, camera_pos); } - if (inputs[3]) { + if (input & RENDLIB_INPUT_RIGHT) { vec3 side_scalar = {top_movement_speed, top_movement_speed, top_movement_speed }; vec3 camera_side; glm_cross(camera_front, camera_up, camera_side); @@ -172,13 +174,13 @@ void handle_input(void) { glm_vec3_add(camera_pos, camera_side, camera_pos); } - if (inputs[4]) { + if (input & RENDLIB_INPUT_BACKW) { vec3 front_scalar = {top_movement_speed, top_movement_speed, top_movement_speed }; glm_vec3_mul(front_scalar, camera_front, front_scalar); glm_vec3_sub(camera_pos, front_scalar, camera_pos); } - if (inputs[5]) { + if (input & RENDLIB_INPUT_FORW) { vec3 front_scalar = {top_movement_speed, top_movement_speed, top_movement_speed }; glm_vec3_mul(front_scalar, camera_front, front_scalar); glm_vec3_add(camera_pos, front_scalar, camera_pos); @@ -186,7 +188,7 @@ void handle_input(void) { } void window_size(GLFWwindow *w, int width, int height) { - glViewport(0, 0, width, height); + update_screen_viewport(0, 0, width, height); } void display(void) { @@ -204,7 +206,6 @@ void display(void) { glClearColor(0.13f, 0.13f, 0.13f, 0.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - glGetIntegerv(GL_VIEWPORT, screen_viewport); glUseProgram(shader_program); glm_mat4_identity(view); @@ -259,13 +260,6 @@ void display(void) { glm_vec3_add(camera_pos, obj->translation_force, camera_pos); } - // record path - if (toggle_tracing == 1) { - if (record_path(obj) == -1) { - exit(EXIT_FAILURE); - } - } - glm_translate(translation_matrix, obj->position); glUniformMatrix4fv(translation_uniform, 1, GL_FALSE, (float *) translation_matrix); @@ -338,65 +332,62 @@ void rendlib_bake_graphics(void) { void keyboard(GLFWwindow *w, int key, int scancode, int action, int mods) { if (action == GLFW_PRESS) { switch (key) { + case GLFW_KEY_Q: case GLFW_KEY_ESCAPE: - inputs[0] = 1; + input |= RENDLIB_INPUT_ESC; break; case GLFW_KEY_R: - inputs[1] = 1; + input |= RENDLIB_INPUT_REL; break; case GLFW_KEY_A: - inputs[2] = 1; + case GLFW_KEY_LEFT: + input |= RENDLIB_INPUT_LEFT; break; case GLFW_KEY_D: - inputs[3] = 1; + case GLFW_KEY_RIGHT: + input |= RENDLIB_INPUT_RIGHT; break; case GLFW_KEY_S: - inputs[4] = 1; + case GLFW_KEY_DOWN: + input |= RENDLIB_INPUT_BACKW; break; case GLFW_KEY_W: - inputs[5] = 1; + case GLFW_KEY_UP: + input |= RENDLIB_INPUT_FORW; break; + case GLFW_KEY_F11: { + GLFWmonitor *m = glfwGetPrimaryMonitor(); + const GLFWvidmode *vm = glfwGetVideoMode(m); + GLFWwindow *w = glfwGetCurrentContext(); + glfwSetWindowMonitor(w, m, 0, 0, vm->width, vm->height, vm->refreshRate); + + update_screen_viewport(0, 0, vm->width, vm->height); + break; + } } } else if (action == GLFW_RELEASE) { switch (key) { case GLFW_KEY_A: - inputs[2] = 0; + case GLFW_KEY_LEFT: + input &= ~RENDLIB_INPUT_LEFT; break; case GLFW_KEY_D: - inputs[3] = 0; + case GLFW_KEY_RIGHT: + input &= ~RENDLIB_INPUT_RIGHT; break; case GLFW_KEY_S: - inputs[4] = 0; + case GLFW_KEY_DOWN: + input &= ~RENDLIB_INPUT_BACKW; break; case GLFW_KEY_W: - inputs[5] = 0; + case GLFW_KEY_UP: + input &= ~RENDLIB_INPUT_FORW; break; } } } -void mouse(int button, int state, int x, int y) { - switch (button) { - case 3: - if (fov-fov_change < 0.0f) { - break; - } - - fov -= fov_change; - break; - case 4: - if (fov+fov_change > 180.0f) { - break; - } - - fov += fov_change; - break; - default: - break; - } -} - int warped_pointer = 0; int first_pointer = 1; void mouse_motion(GLFWwindow *window, double x, double y) { @@ -406,6 +397,7 @@ void mouse_motion(GLFWwindow *window, double x, double y) { } warped_pointer = 1; + glGetIntegerv(GL_VIEWPORT, screen_viewport); GLFWwindow *w = glfwGetCurrentContext(); glfwSetCursorPos(w, (screen_viewport[2]/2), (screen_viewport[3]/2)); @@ -428,10 +420,10 @@ void mouse_motion(GLFWwindow *window, double x, double y) { camera_pitch = 89.9f; } - vec3 view_direction; - view_direction[0] = cos(glm_rad(camera_yaw)) * cos(glm_rad(camera_pitch)); - view_direction[1] = sin(glm_rad(camera_pitch)); - view_direction[2] = sin(glm_rad(camera_yaw)) * cos(glm_rad(camera_pitch)); + vec3 view_direction = { cos(glm_rad(camera_yaw)) * cos(glm_rad(camera_pitch)), + sin(glm_rad(camera_pitch)), + sin(glm_rad(camera_yaw)) * cos(glm_rad(camera_pitch)) + }; glm_normalize_to(view_direction, camera_front); } @@ -450,6 +442,7 @@ int rendlib_start_window(int argc, char *argv[]) { glfwSetWindowSizeCallback(w, window_size); glfwSetCursorPosCallback(w, mouse_motion); glfwSetKeyCallback(w, keyboard); + glfwSetInputMode(w, GLFW_CURSOR, GLFW_CURSOR_DISABLED); ret = glewInit(); if (ret != GLEW_OK) {