Added partial joystick support for my crappy knock off that swaps things

This commit is contained in:
Hopeless Tyromancy 2026-04-21 17:58:08 -04:00
parent 6859a56ad4
commit 74a1ae3dee
8 changed files with 130 additions and 5 deletions

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demo.mp4 Normal file

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@ -70,7 +70,7 @@ void main() {
const mat3 sobely = mat3(-1.0, 0.0, 1.0, -2.0, 0.0, 2.0, -1.0, 0.0, 1.0);
int time = int(fract(time_padded.x/25.0) * 30.0)/10;
int time = int(fract(time_padded.x/1000.0) * 3.0);
switch(time) {
case 0:
out_color = texture(screen, uv);

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@ -21,8 +21,8 @@ const float EPS_DIST = 1e-6;
float sdf(vec3 point){
float t = 1.0 + 5.0*abs(sin(time_padded.x));
vec3 s1_local = mod(point, vec3(t)) - vec3(t/2.0);
float s1 = length(s1_local) - 0.3;
vec3 s1_local = point; //mod(point, vec3(t)) - vec3(t/2.0);
float s1 = length(s1_local) - t;
return s1;
}

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@ -1,4 +1,14 @@
#include "camera.h"
#include <SDL3/SDL_gamepad.h>
#include <iostream>
/*
I bought a very cheap ps4 knockoff controller and for some reason
AXIS_RIGHTX and AXIS_RIGHTY are swapped with the triggers?
this should be defined as 0 for a working one
*/
#define WEIRD_JOYSTICK_BEHAVIOR 1
vec3 Camera::dir() const {
return normalize(vec3(
@ -50,6 +60,73 @@ void Camera::on_key(SDL_Scancode scancode, bool pressed) {
}
}
#ifndef WEIRD_JOYSTICK_BEHAVIOR
#define WEIRD_JOYSTICK_BEHAVIOR 0
#endif
static float normalize_stick(SDL_Gamepad* gamepad, SDL_GamepadAxis axis) {
if(axis == SDL_GAMEPAD_AXIS_COUNT || axis == SDL_GAMEPAD_AXIS_INVALID)
return 0.0f;
float d = static_cast<float>(SDL_GetGamepadAxis(gamepad, axis));
bool reported_trigger = (axis == SDL_GAMEPAD_AXIS_LEFT_TRIGGER || axis == SDL_GAMEPAD_AXIS_RIGHT_TRIGGER);
bool really_trigger = (WEIRD_JOYSTICK_BEHAVIOR)? (axis == SDL_GAMEPAD_AXIS_RIGHTX || axis == SDL_GAMEPAD_AXIS_RIGHTY) : reported_trigger;
float min = (reported_trigger)? 0 : SDL_JOYSTICK_AXIS_MIN;
float max = SDL_JOYSTICK_AXIS_MAX;
float n = (d - min) / (max - min);
return really_trigger? n : ((n - 0.5) * 2.0);
}
void Camera::on_gamepad(SDL_Gamepad* gamepad) {
if (!gamepad) return;
float lx = normalize_stick(gamepad, SDL_GAMEPAD_AXIS_LEFTX);
float ly = normalize_stick(gamepad, SDL_GAMEPAD_AXIS_LEFTY);
float ry = normalize_stick(gamepad, (WEIRD_JOYSTICK_BEHAVIOR)? SDL_GAMEPAD_AXIS_RIGHT_TRIGGER : SDL_GAMEPAD_AXIS_RIGHTY);
float rx = normalize_stick(gamepad, (WEIRD_JOYSTICK_BEHAVIOR)? SDL_GAMEPAD_AXIS_LEFT_TRIGGER : SDL_GAMEPAD_AXIS_RIGHTX);
static uint8_t frame = 0;
if(frame++ == 64) {
std::cout << "lx: " << lx << " ly: " << ly << " rx: " << rx << " ry: " << ry << std::endl;
}
//float lt = SDL_GetGamepadAxis(gamepad, SDL_GAMEPAD_AXIS_LEFT_TRIGGER) / 32767.0f;
//float rt = SDL_GetGamepadAxis(gamepad, SDL_GAMEPAD_AXIS_RIGHT_TRIGGER) / 32767.0f;
const float dead = 0.1f;
if (abs(lx) < dead) lx = 0.0f;
if (abs(ly) < dead) ly = 0.0f;
if (abs(rx) < dead) rx = 0.0f;
if (abs(ry) < dead) ry = 0.0f;
// if (lt < dead) lt = 0.0f;
// if (rt < dead) rt = 0.0f;
// look — right stick only
yaw += rx * look_speed;
pitch -= ry * look_speed;
pitch = clamp(pitch, -89.0f, 89.0f);
vec3 d = dir();
vec3 right = normalize(cross(d, up));
float speed = move_speed * (shifted ? 4.0f : 1.0f);
// move — left stick
pos += d * (-ly * speed);
pos += right * ( lx * speed);
// up/down — triggers
//pos += up * (rt - lt) * speed;
target = pos + d;
shifted = SDL_GetGamepadButton(gamepad, SDL_GAMEPAD_BUTTON_LEFT_SHOULDER);
}
void Camera::on_mouse_motion(float dx, float dy) {
yaw += dx * look_speed * 0.1f;
pitch -= dy * look_speed * 0.1f;
@ -68,4 +145,4 @@ CameraUBO Camera::ubo(float aspect) const {
.time = vec4((float)SDL_GetTicks() / 1000.0f, 0.0, 0.0, 0.0),
.cam_pos = vec4(pos, 1.0),
};
}
}

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@ -28,6 +28,7 @@ struct Camera {
void update();
void on_key(SDL_Scancode scancode, bool pressed);
void on_mouse_motion(float dx, float dy);
void on_gamepad(SDL_Gamepad* gamepad);
CameraUBO ubo(float aspect) const;
private:

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@ -1,15 +1,42 @@
#include <SDL3/SDL_events.h>
#include <SDL3/SDL_gamepad.h>
#include <SDL3/SDL_init.h>
#include <SDL3/SDL_scancode.h>
#define SDL_MAIN_USE_CALLBACKS
#include <SDL3/SDL_main.h>
#include <SDL3/SDL.h>
#include <iostream>
#include "camera.h"
#include "renderer.h"
static Camera camera;
static Renderer renderer;
static SDL_Gamepad* GetGamepad() {
int count = 0;
SDL_JoystickID* jids = SDL_GetGamepads(&count);
SDL_Gamepad* gamepad = nullptr;
for(int i = 0; i < count; i++) {
SDL_Gamepad* candidate_gamepad = SDL_OpenGamepad(jids[i]);
if(!gamepad) {
gamepad = candidate_gamepad;
}
}
if(!gamepad) {
std::cerr << "No Gamepad :(" << std::endl;
} else {
std::cerr << "Selected: " << SDL_GetGamepadName(gamepad) << std::endl;
}
SDL_free(jids);
return gamepad;
}
SDL_AppResult SDL_AppInit(void** appstate, int argc, char** argv) {
(void)appstate;
(void)argc;
@ -17,14 +44,21 @@ SDL_AppResult SDL_AppInit(void** appstate, int argc, char** argv) {
SDL_Window* win = SDL_CreateWindow("Kale", 960, 540, SDL_WINDOW_RESIZABLE);
SDL_SetWindowRelativeMouseMode(win, true);
SDL_InitSubSystem(SDL_INIT_GAMEPAD);
SDL_SetGamepadEventsEnabled(true);
if (!renderer.init(win))
return SDL_APP_FAILURE;
renderer.gamepad = GetGamepad();
return SDL_APP_CONTINUE;
}
SDL_AppResult SDL_AppIterate(void* appstate) {
(void)appstate;
camera.on_gamepad(renderer.gamepad);
camera.update();
uint32_t sw_w = renderer.render_w;
@ -42,7 +76,16 @@ SDL_AppResult SDL_AppEvent(void* appstate, SDL_Event* event) {
case SDL_EVENT_WINDOW_CLOSE_REQUESTED:
case SDL_EVENT_QUIT:
return SDL_APP_SUCCESS;
case SDL_EVENT_GAMEPAD_ADDED:
if(!renderer.gamepad)
renderer.gamepad = SDL_OpenGamepad(event->gdevice.which);
break;
case SDL_EVENT_GAMEPAD_REMOVED:
if (renderer.gamepad && SDL_GetGamepadID(renderer.gamepad) == event->gdevice.which) {
SDL_CloseGamepad(renderer.gamepad);
renderer.gamepad = nullptr;
}
break;
case SDL_EVENT_KEY_DOWN:
case SDL_EVENT_KEY_UP:
if(event->key.scancode == SDL_SCANCODE_ESCAPE)

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@ -1,5 +1,6 @@
#include "renderer.h"
#include "gpu.h"
#include <SDL3/SDL_gamepad.h>
#include <iostream>
#define TINYOBJLOADER_IMPLEMENTATION
#include "tiny_obj_loader.h"
@ -42,6 +43,7 @@ void Renderer::destroy() {
if (render_sampler) SDL_ReleaseGPUSampler(dev, render_sampler);
if (vert_buff) SDL_ReleaseGPUBuffer(dev, vert_buff);
if (depth_tex) SDL_ReleaseGPUTexture(dev, depth_tex);
if (gamepad) SDL_CloseGamepad(gamepad);
scene.destroy(dev);
ray.destroy(dev);
post.destroy(dev);

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@ -3,10 +3,12 @@
#include "pipelines.h"
#include <SDL3/SDL_gpu.h>
#include <SDL3/SDL_video.h>
#include <SDL3/SDL_gamepad.h>
struct Renderer {
SDL_GPUDevice* dev = nullptr;
SDL_Window* win = nullptr;
SDL_Gamepad* gamepad = nullptr;
ScenePipeline scene;
RayPipeline ray;