Fixed some inconsistencies that broke rotation and rendering
This commit is contained in:
parent
199eeb4ee1
commit
966027815c
4 changed files with 25 additions and 24 deletions
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@ -5,6 +5,6 @@ uniform mat4 MVP;
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void main()
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{
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gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0) * MVP;
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gl_Position = MVP * vec4(aPos.x, aPos.y, aPos.z, 1.0);
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}
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30
src/camera.c
30
src/camera.c
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@ -20,21 +20,21 @@ void camera_tick(Camera *camera) {
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// Mouse input
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SDL_GetRelativeMouseState(&mouse_x, &mouse_y);
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camera->yaw += mouse_x * glm_rad(MOUSE_SENSITIVITY);
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camera->pitch += mouse_y * glm_rad(MOUSE_SENSITIVITY);
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camera->pitch -= mouse_y * glm_rad(MOUSE_SENSITIVITY);
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// Restrict pitch
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if (camera->pitch > 89.0f)
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camera->pitch = 89.0f;
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if (camera->pitch < -89.0f)
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camera->pitch = -89.0f;
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if (camera->pitch > glm_rad(89.0f))
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camera->pitch = glm_rad(89.0f);
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if (camera->pitch < glm_rad(-89.0f))
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camera->pitch = glm_rad(-89.0f);
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// Camera Direction
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camera->forward[0] = cos(camera->yaw) * cos(camera->pitch);
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camera->forward[1] = sin(camera->pitch);
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camera->forward[2] = sin(camera->yaw) * cos(camera->pitch);
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camera->forward[0] = cosf(camera->yaw) * cosf(camera->pitch);
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camera->forward[1] = sinf(camera->pitch);
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camera->forward[2] = sinf(camera->yaw) * cosf(camera->pitch);
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glm_normalize(camera->forward);
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vec3 camera_right = GLM_VEC3_ZERO_INIT;
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vec3 up = GLM_VEC3_ZERO_INIT;
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up[2] = 1.0f;
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vec3 camera_right;
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vec3 up = {0.0f, 1.0f ,0.0f};
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glm_cross(up, camera->forward, camera_right);
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glm_normalize(camera_right);
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@ -62,12 +62,11 @@ void camera_tick(Camera *camera) {
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}
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}
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void calc_camera_mvp(mat4 *mvp_result, Camera *camera) {
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void camera_calc_mvp(mat4 *mvp_result, Camera *camera) {
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// Get position to look and up vector
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vec3 camera_target;
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glm_vec3_add(camera->position , camera->forward, camera_target);
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vec3 up = GLM_VEC3_ZERO_INIT;
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up[2] = 1.0f;
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vec3 up = {0.0f, 1.0f ,0.0f};
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mat4 model;
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glm_mat4_identity(model);
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@ -82,6 +81,5 @@ void calc_camera_mvp(mat4 *mvp_result, Camera *camera) {
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float far = 100.0f;
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glm_perspective(fov, aspect, near, far, projection);
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glm_mat4_mul(model, view, *mvp_result);
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glm_mat4_mul(*mvp_result, projection, *mvp_result);
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glm_mat4_mulN((mat4*[]){&projection, &view, &model}, 3, *mvp_result);
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}
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@ -14,7 +14,7 @@ struct Camera_s {
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typedef struct Camera_s Camera;
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extern Camera Camera_default;
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void calc_camera_mvp (mat4 *mvp_result, Camera *camera);
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void camera_calc_mvp (mat4 *mvp_result, Camera *camera);
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void get_camera_position (vec3 *position_result, Camera *camera);
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15
src/main.c
15
src/main.c
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@ -1,10 +1,8 @@
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#include <SDL3/SDL_init.h>
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#include <SDL3/SDL_log.h>
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#include <SDL3/SDL_render.h>
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#include <SDL3/SDL_video.h>
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#include <SDL3/SDL.h>
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#include <GL/glew.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <time.h>
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#include "camera.h"
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#include "cglm/io.h"
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@ -147,6 +145,11 @@ int main(int argc, char *argv[]) {
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// Initialise camera
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Camera camera = Camera_default;
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// Lock and hide mouse to window
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SDL_SetWindowRelativeMouseMode(window, true);
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SDL_GetRelativeMouseState(NULL, NULL);
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while (1) {
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// handle input
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SDL_PollEvent(&event);
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@ -159,8 +162,8 @@ int main(int argc, char *argv[]) {
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// TODO: make shader file
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mat4 mvp;
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calc_camera_mvp(&mvp, &camera);
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glm_mat4_print(mvp,stdout);
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camera_calc_mvp(&mvp, &camera);
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//glm_mat4_print(mvp,stdout);
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int mvp_uniform_location = glGetUniformLocation(shaderProgram, "MVP");
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glUniformMatrix4fv(mvp_uniform_location, 1, GL_FALSE, &mvp[0][0]);
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