#include "camera.h" #include #include /* 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( cos(radians(yaw)) * cos(radians(pitch)), sin(radians(pitch)), sin(radians(yaw)) * cos(radians(pitch)) )); } void Camera::update() { if (look_up) pitch += look_speed; if (look_down) pitch -= look_speed; if (look_left) yaw -= look_speed; if (look_right) yaw += look_speed; pitch = clamp(pitch, -89.0f, 89.0f); vec3 d = dir(); vec3 right = normalize(cross(d, up)); target = pos + d; float shift_speed = shifted? 10.0 : 1.0; float speed = move_speed * shift_speed; if (move_forward) { pos += d * speed; target += d * speed; } if (move_backward) { pos -= d * speed; target -= d * speed; } if (move_left) { pos -= right * speed; target -= right * speed; } if (move_right) { pos += right * speed; target += right * speed; } if (move_up) { pos += up * speed; target += up * speed; } if (move_down) { pos -= up * speed; target -= up * speed; } } void Camera::on_key(SDL_Scancode scancode, bool pressed) { switch (scancode) { case SDL_SCANCODE_W: move_forward = pressed; break; case SDL_SCANCODE_S: move_backward = pressed; break; case SDL_SCANCODE_A: move_left = pressed; break; case SDL_SCANCODE_D: move_right = pressed; break; case SDL_SCANCODE_SPACE: move_up = pressed; break; case SDL_SCANCODE_LCTRL: move_down = pressed; break; case SDL_SCANCODE_UP: look_up = pressed; break; case SDL_SCANCODE_DOWN: look_down = pressed; break; case SDL_SCANCODE_LEFT: look_left = pressed; break; case SDL_SCANCODE_RIGHT: look_right = pressed; break; case SDL_SCANCODE_LSHIFT: case SDL_SCANCODE_RSHIFT: shifted = pressed; break; default: break; } } #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(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; pitch = clamp(pitch, -89.0f, 89.0f); } CameraUBO Camera::ubo(float aspect) const { mat4 v = lookAt(pos, target, up); mat4 p = perspective(radians(fov), aspect, 0.01f, 1000.0f); return CameraUBO { .model = mat4(1.0f), .view = v, .proj = p, .inv_view = inverse(v), .inv_proj = inverse(p), .cam_pos = vec4(pos, 1.0), .time = (float)SDL_GetTicks() / 1000.0f, }; }