Fixed movement directions and perspective

main
noah metz 2024-01-08 17:45:10 -07:00
parent bcf3b92891
commit 199aa18d58
1 changed files with 15 additions and 8 deletions

@ -9,6 +9,7 @@
#define GLM_FORCE_DEPTH_ZERO_TO_ONE
#include <cglm/types.h>
#include <cglm/mat4.h>
#include <cglm/vec3.h>
#include <cglm/affine.h>
#include <cglm/cam.h>
#include <stdio.h>
@ -1729,32 +1730,32 @@ void key_callback(GLFWwindow* window, int key, int scancode, int action, int mod
}
VkResult update_ubo(void** buffers, uint32_t frame_index) {
vec3 movement_sum = {0.0f, 0.0f, 0.0f};
if(key_flags.forward) {
world_position[2] += 0.01;
movement_sum[2] += 0.01;
}
if(key_flags.backward) {
world_position[2] -= 0.01;
movement_sum[2] -= 0.01;
}
if(key_flags.left) {
world_position[0] -= 0.01;
movement_sum[0] += 0.01;
}
if(key_flags.right) {
world_position[0] += 0.01;
movement_sum[0] -= 0.01;
}
if(key_flags.turn_right) {
rotation += 0.01;
rotation -= 0.01;
}
if(key_flags.turn_left) {
rotation -= 0.01;
rotation += 0.01;
}
struct SceneUBO ubo = {};
glm_perspective(30.0f, 800.0/600.0, 0.1, 1, ubo.proj);
vec3 forward = {0.0f, 0.0f, 1.0f};
vec3 up = {0.0f, 1.0f, 0.0f};
@ -1763,6 +1764,12 @@ VkResult update_ubo(void** buffers, uint32_t frame_index) {
glm_rotate_make(rot, rotation, up);
glm_mat4_mulv3(rot, forward, 1.0f, dir);
vec3 movement_rot;
glm_mat4_mulv3(rot, movement_sum, 1.0f, movement_rot);
glm_vec3_add(movement_rot, world_position, world_position);
struct SceneUBO ubo = {};
glm_perspective(90.0f, 800.0/600.0, 0.1, 100, ubo.proj);
glm_look(world_position, dir, up, ubo.view);
memcpy(buffers[frame_index], (void*)&ubo, sizeof(ubo));