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path: root/src/main.cpp
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#include <stdlib.h>
#include "raylib.h"
#include "raymath.h"

#include "rfps_defines.h"
#include "rfps_utils.h"

static Vector2 lastMousePos;
static Vector3 movement = {0, -0.2f, 0};
static Vector3 rotation;

int main(void) {
    // create window
    InitWindow(G_SCREENWIDTH, G_SCREENHEIGHT, G_TITLE);

    // create image
    Image checked = GenImageChecked(2, 2, 1, 1, BLACK, RAYWHITE);
    Texture2D texture = LoadTextureFromImage(checked);
    UnloadImage(checked);

    // create model with image as texture
    Model model = {0};
    model = LoadModelFromMesh(GenMeshCube(1.0f, 1.0f, 1.0f));
    model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;

    // setup camera
    Camera camera = {
        {5.0f, 5.0f, 5.0f}, {0.0f, 0.0f, 0.0f}, {0.0f, 1.0f, 0.0f}, 45.0f, 0};
    SetCameraMode(camera, CAMERA_FIRST_PERSON);  // Set camera mode
    camera.position = (Vector3){50.0f, 1.0f, 50.0f};
    camera.target = (Vector3){50.0f, 1.0f, 50.0f};
    camera.up = (Vector3){0.0f, 1.0f, 0.0f};
    camera.fovy = 60.0f;
    camera.projection = CAMERA_PERSPECTIVE;

    rotation = (Vector3){0.0f, 0.0f, 0.0f};
    lastMousePos = GetMousePosition();
    SetTargetFPS(60);
    // game loop
    while (!WindowShouldClose()) {
        // mouse look
        Vector2 mouseMovement =
            Vector2Subtract(GetMousePosition(), lastMousePos);
        lastMousePos = GetMousePosition();
        rotation.x += (mouseMovement.x * -G_CAMERA_MOUSE_MOVE_SENSITIVITY);
        rotation.y += (mouseMovement.y * -G_CAMERA_MOUSE_MOVE_SENSITIVITY);

        // direction array
        bool direction[4] = {IsKeyDown(KEY_W), IsKeyDown(KEY_S),
                             IsKeyDown(KEY_D), IsKeyDown(KEY_A)};

        // compute movement
        movement = (Vector3){0, 0, 0};
        movement.x =
            (sinf(rotation.x) * direction[1] - sinf(rotation.x) * direction[0] -
             cosf(rotation.x) * direction[3] +
             cosf(rotation.x) * direction[2]) /
            G_PLAYER_MOVEMENT_SENSITIVITY;
        movement.z =
            (cosf(rotation.x) * direction[1] - cosf(rotation.x) * direction[0] +
             sinf(rotation.x) * direction[3] -
             sinf(rotation.x) * direction[2]) /
            G_PLAYER_MOVEMENT_SENSITIVITY;
        // elevation
        if (IsKeyDown(KEY_SPACE))
            movement.y -= 0.12f;
        if (IsKeyDown(KEY_LEFT_CONTROL))
            movement.y += 0.12f;

        // apply movement
        camera.position.x += movement.x / G_PLAYER_MOVEMENT_SENSITIVITY;
        camera.position.y += movement.y;
        camera.position.z += movement.z / G_PLAYER_MOVEMENT_SENSITIVITY;

        Matrix translation = MatrixTranslate(0, 0, (10));
        Matrix rotation2 = MatrixRotateXYZ(
            (Vector3){PI * 2 - rotation.y, PI * 2 - rotation.x, 0});
        Matrix transform = MatrixMultiply(translation, rotation2);

        // apply camera rotation
        camera.target.x = camera.position.x - transform.m12;
        camera.target.y = camera.position.y - transform.m13;
        camera.target.z = camera.position.z - transform.m14;
        BeginDrawing();
        ClearBackground(RAYWHITE);
        BeginMode3D(camera);

        // draw checkerboard model
        for (int x = 0; x < 50; x++) {
            for (int z = 0; z < 50; z++) {
                Vector3 position;
                position.x = x;
                position.y = 0;
                position.z = z;
                DrawModel(model, position, 1.0f, WHITE);
            }
        }

        EndMode3D();
        DrawFPS(0, 0);
        DrawText("Controls - Mouse / WASD / R/F.", 400, 0, 20, DARKGRAY);
        EndDrawing();
    }
    UnloadTexture(texture);
    UnloadModel(model);
    CloseWindow();
    return 0;
}