feat: add probe functions for user customization
custom probes inside the library allow the user developer to run useful code along the renderer loop
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950fb4d353
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147
dev.c
147
dev.c
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@ -1,9 +1,152 @@
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#include <stdlib.h>
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#include <stdio.h>
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#include <GLFW/glfw3.h>
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#include "include/rendlib.h"
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#include "include/camera.h"
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#include "include/object.h"
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#define INPUT_ESCAPE 0b00000001
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#define INPUT_RELOAD 0b00000010
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#define INPUT_LEFT 0b00000100
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#define INPUT_RIGHT 0b00001000
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#define INPUT_DOWN 0b00010000
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#define INPUT_UP 0b00100000
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#define MOVEMENT_SPEED 0.2f
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char input = 0;
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void keyboardp(int key, int scancode, int action, int mods) {
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if (action == GLFW_PRESS) {
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switch (key) {
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case GLFW_KEY_Q:
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case GLFW_KEY_ESCAPE:
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input |= INPUT_ESCAPE;
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break;
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case GLFW_KEY_R:
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input |= INPUT_RELOAD;
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break;
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case GLFW_KEY_A:
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case GLFW_KEY_LEFT:
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input |= INPUT_LEFT;
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break;
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case GLFW_KEY_D:
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case GLFW_KEY_RIGHT:
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input |= INPUT_RIGHT;
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break;
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case GLFW_KEY_S:
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case GLFW_KEY_DOWN:
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input |= INPUT_DOWN;
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break;
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case GLFW_KEY_W:
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case GLFW_KEY_UP:
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input |= INPUT_UP;
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break;
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}
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} else if (action == GLFW_RELEASE) {
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switch (key) {
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case GLFW_KEY_A:
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case GLFW_KEY_LEFT:
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input &= ~INPUT_LEFT;
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break;
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case GLFW_KEY_D:
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case GLFW_KEY_RIGHT:
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input &= ~INPUT_RIGHT;
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break;
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case GLFW_KEY_S:
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case GLFW_KEY_DOWN:
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input &= ~INPUT_DOWN;
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break;
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case GLFW_KEY_W:
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case GLFW_KEY_UP:
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input &= ~INPUT_UP;
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break;
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}
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}
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}
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int warped_pointer = 0;
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int first_pointer = 1;
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void mousep(double x, double y) {
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GLint screen_viewport[4];
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if (warped_pointer == 1) {
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warped_pointer = 0;
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return;
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}
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warped_pointer = 1;
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glGetIntegerv(GL_VIEWPORT, screen_viewport);
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GLFWwindow *w = glfwGetCurrentContext();
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glfwSetCursorPos(w, (screen_viewport[2]/2), (screen_viewport[3]/2));
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if (first_pointer == 1) {
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first_pointer = 0;
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return;
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}
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float offset_x = (float) (x - (screen_viewport[2]/2)) * ac->sensitivity;
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float offset_y = (float) (y - (screen_viewport[3]/2)) * ac->sensitivity;
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ac->yaw += offset_x;
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ac->pitch -= offset_y;
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if (ac->pitch < -89.9f) {
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ac->pitch = -89.9f;
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}
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if (ac->pitch > 89.9f) {
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ac->pitch = 89.9f;
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}
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vec3 view_direction = { cos(glm_rad(ac->yaw)) * cos(glm_rad(ac->pitch)),
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sin(glm_rad(ac->pitch)),
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sin(glm_rad(ac->yaw)) * cos(glm_rad(ac->pitch))
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};
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glm_normalize_to(view_direction, ac->front);
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}
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void periodic_input(void) {
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int ret = 0;
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if (input & INPUT_ESCAPE) {
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exit(EXIT_SUCCESS);
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input &= ~INPUT_ESCAPE;
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}
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if (input & INPUT_LEFT) {
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vec3 side_scalar = {MOVEMENT_SPEED, MOVEMENT_SPEED, MOVEMENT_SPEED};
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vec3 camera_side;
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glm_cross(ac->front, ac->up, camera_side);
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glm_normalize(camera_side);
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glm_vec3_mul(camera_side, side_scalar, camera_side);
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glm_vec3_sub(ac->pos, camera_side, ac->pos);
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}
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if (input & INPUT_RIGHT) {
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vec3 side_scalar = {MOVEMENT_SPEED, MOVEMENT_SPEED, MOVEMENT_SPEED};
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vec3 camera_side;
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glm_cross(ac->front, ac->up, camera_side);
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glm_normalize(camera_side);
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glm_vec3_mul(camera_side, side_scalar, camera_side);
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glm_vec3_add(ac->pos, camera_side, ac->pos);
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}
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if (input & INPUT_DOWN) {
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vec3 front_scalar = {MOVEMENT_SPEED, MOVEMENT_SPEED, MOVEMENT_SPEED};
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glm_vec3_mul(front_scalar, ac->front, front_scalar);
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glm_vec3_sub(ac->pos, front_scalar, ac->pos);
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}
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if (input & INPUT_UP) {
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vec3 front_scalar = {MOVEMENT_SPEED, MOVEMENT_SPEED, MOVEMENT_SPEED};
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glm_vec3_mul(front_scalar, ac->front, front_scalar);
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glm_vec3_add(ac->pos, front_scalar, ac->pos);
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}
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}
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void updatep(void) {
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periodic_input();
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}
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int main(int argc, char *argv[]) {
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int ret = rendlib_start_window(argc, argv);
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if (ret < 0) {
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@ -11,6 +154,10 @@ int main(int argc, char *argv[]) {
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return EXIT_FAILURE;
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}
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keyboard_probe = &keyboardp;
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mouse_probe = &mousep;
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update_probe = &updatep;
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struct model *m = load_model("assets/models/sphere.obj");
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if (m == NULL) {
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fprintf(stderr, "--error: loading model\n");
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@ -1,13 +1,6 @@
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#ifndef RENDLIB_H
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#define RENDLIB_H
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#define RENDLIB_INPUT_ESC 0b00000001
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#define RENDLIB_INPUT_REL 0b00000010
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#define RENDLIB_INPUT_LEFT 0b00000100
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#define RENDLIB_INPUT_RIGHT 0b00001000
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#define RENDLIB_INPUT_BACKW 0b00010000
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#define RENDLIB_INPUT_FORW 0b00100000
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enum errs {
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err_glfw_init = -1,
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err_glfw_win = -2,
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@ -15,8 +8,13 @@ enum errs {
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err_shaders_init = -4,
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};
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extern struct camera *active_camera;
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extern struct camera *ac;
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extern struct object *objects;
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extern void (*keyboard_probe)(int key, int scancode, int action, int mods);
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extern void (*mouse_probe)(double x, double y);
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extern void (*update_probe)(void);
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int rendlib_start_window(int argc, char *argv[]);
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int rendlib_render(void);
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144
rendlib.c
144
rendlib.c
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@ -16,10 +16,13 @@ char *window_title = "rendlib window";
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struct camera *ac;
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void (*keyboard_probe)(int key, int scancode, int action, int mods);
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void (*mouse_probe)(double x, double y);
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void (*update_probe)(void);
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float top_movement_speed = 0.4f;
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vec3 speed = { 0.0f, 0.0f, 0.0f };
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GLint screen_viewport[4];
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char input = 0;
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struct object *objects;
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@ -127,50 +130,6 @@ int load_shaders(void) {
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}
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void handle_input(void) {
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int ret = 0;
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if (input & RENDLIB_INPUT_ESC) {
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exit(EXIT_SUCCESS);
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input &= ~RENDLIB_INPUT_ESC;
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}
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if (input & RENDLIB_INPUT_REL) {
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ret = load_shaders();
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if (ret < 0) {
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fprintf(stderr, "--error: reloading shaders\n");
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exit(EXIT_FAILURE);
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}
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input &= ~RENDLIB_INPUT_REL;
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}
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if (input & RENDLIB_INPUT_LEFT) {
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vec3 side_scalar = {top_movement_speed, top_movement_speed, top_movement_speed };
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vec3 camera_side;
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glm_cross(ac->front, ac->up, camera_side);
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glm_normalize(camera_side);
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glm_vec3_mul(camera_side, side_scalar, camera_side);
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glm_vec3_sub(ac->pos, camera_side, ac->pos);
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}
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if (input & RENDLIB_INPUT_RIGHT) {
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vec3 side_scalar = {top_movement_speed, top_movement_speed, top_movement_speed };
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vec3 camera_side;
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glm_cross(ac->front, ac->up, camera_side);
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glm_normalize(camera_side);
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glm_vec3_mul(camera_side, side_scalar, camera_side);
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glm_vec3_add(ac->pos, camera_side, ac->pos);
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}
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if (input & RENDLIB_INPUT_BACKW) {
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vec3 front_scalar = {top_movement_speed, top_movement_speed, top_movement_speed };
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glm_vec3_mul(front_scalar, ac->front, front_scalar);
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glm_vec3_sub(ac->pos, front_scalar, ac->pos);
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}
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if (input & RENDLIB_INPUT_FORW) {
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vec3 front_scalar = {top_movement_speed, top_movement_speed, top_movement_speed };
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glm_vec3_mul(front_scalar, ac->front, front_scalar);
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glm_vec3_add(ac->pos, front_scalar, ac->pos);
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}
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}
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void window_size(GLFWwindow *w, int width, int height) {
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glEnable(GL_DEPTH_TEST);
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}
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void keyboard(GLFWwindow *w, int key, int scancode, int action, int mods) {
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if (action == GLFW_PRESS) {
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switch (key) {
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case GLFW_KEY_Q:
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case GLFW_KEY_ESCAPE:
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input |= RENDLIB_INPUT_ESC;
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break;
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case GLFW_KEY_R:
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input |= RENDLIB_INPUT_REL;
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break;
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case GLFW_KEY_A:
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case GLFW_KEY_LEFT:
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input |= RENDLIB_INPUT_LEFT;
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break;
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case GLFW_KEY_D:
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case GLFW_KEY_RIGHT:
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input |= RENDLIB_INPUT_RIGHT;
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break;
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case GLFW_KEY_S:
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case GLFW_KEY_DOWN:
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input |= RENDLIB_INPUT_BACKW;
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break;
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case GLFW_KEY_W:
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case GLFW_KEY_UP:
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input |= RENDLIB_INPUT_FORW;
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break;
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case GLFW_KEY_F11: {
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GLFWmonitor *m = glfwGetPrimaryMonitor();
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const GLFWvidmode *vm = glfwGetVideoMode(m);
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GLFWwindow *w = glfwGetCurrentContext();
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glfwSetWindowMonitor(w, m, 0, 0, vm->width, vm->height, vm->refreshRate);
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update_screen_viewport(0, 0, vm->width, vm->height);
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break;
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}
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if (keyboard_probe == NULL) {
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return;
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}
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} else if (action == GLFW_RELEASE) {
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switch (key) {
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case GLFW_KEY_A:
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case GLFW_KEY_LEFT:
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input &= ~RENDLIB_INPUT_LEFT;
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break;
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case GLFW_KEY_D:
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case GLFW_KEY_RIGHT:
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input &= ~RENDLIB_INPUT_RIGHT;
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break;
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case GLFW_KEY_S:
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case GLFW_KEY_DOWN:
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input &= ~RENDLIB_INPUT_BACKW;
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break;
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case GLFW_KEY_W:
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case GLFW_KEY_UP:
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input &= ~RENDLIB_INPUT_FORW;
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break;
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}
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}
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(keyboard_probe)(key, scancode, action, mods);
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}
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int warped_pointer = 0;
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int first_pointer = 1;
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void mouse_motion(GLFWwindow *window, double x, double y) {
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if (warped_pointer == 1) {
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warped_pointer = 0;
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if (mouse_probe == NULL) {
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return;
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}
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warped_pointer = 1;
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glGetIntegerv(GL_VIEWPORT, screen_viewport);
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GLFWwindow *w = glfwGetCurrentContext();
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glfwSetCursorPos(w, (screen_viewport[2]/2), (screen_viewport[3]/2));
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if (first_pointer == 1) {
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first_pointer = 0;
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return;
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}
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float offset_x = (float) (x - (screen_viewport[2]/2)) * ac->sensitivity;
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float offset_y = (float) (y - (screen_viewport[3]/2)) * ac->sensitivity;
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ac->yaw += offset_x;
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ac->pitch -= offset_y;
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if (ac->pitch < -89.9f) {
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ac->pitch = -89.9f;
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}
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if (ac->pitch > 89.9f) {
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ac->pitch = 89.9f;
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}
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vec3 view_direction = { cos(glm_rad(ac->yaw)) * cos(glm_rad(ac->pitch)),
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sin(glm_rad(ac->pitch)),
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sin(glm_rad(ac->yaw)) * cos(glm_rad(ac->pitch))
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};
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glm_normalize_to(view_direction, ac->front);
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(mouse_probe)(x, y);
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}
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int rendlib_start_window(int argc, char *argv[]) {
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}
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rendlib_bake_graphics();
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for (;;) {
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if (update_probe != NULL) {
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(update_probe)();
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}
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display();
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}
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return 0;
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