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path: root/src/yabs_core.cpp
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/*********************************/
/*   YABS             (  //      */
/*   main              ( )/      */
/*   by salade         )(/       */
/*  ________________  ( /)       */
/* ()__)____________)))))   :^}  */
/*********************************/

#include <raylib.h>
#include <stdlib.h>

#include "yabs_core.h"

namespace yabs {
namespace core {
static yabs::Scene3D sc3d{
    // camera
    {{5.0f, 5.0f, 5.0f}, {0.0f, 0.0f, 0.0f}, {0.0f, 1.0f, 0.0f}, 45.0f, 0},
    // movement
    {0.0f, 0.0f},
    // rotation
    {0.0f, -0.2f, 0.0f},
    // mouse
    {0.0f, 0.0f}};

int draw(Model& model) {
    // 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);
        }
    }
    return (0);
}

int tick(Scene3D& scene_3d) {
    // mouse look
    Vector2 mouseMovement =
        Vector2Subtract(GetMousePosition(), scene_3d.lastMousePos);
    scene_3d.lastMousePos = GetMousePosition();
    scene_3d.rotation.x +=
        (mouseMovement.x * -YABS_CAMERA_MOUSE_MOVE_SENSITIVITY);
    scene_3d.rotation.y +=
        (mouseMovement.y * -YABS_CAMERA_MOUSE_MOVE_SENSITIVITY);

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

    // compute movement
    scene_3d.movement = (Vector3){0, 0, 0};
    scene_3d.movement.x = (sinf(scene_3d.rotation.x) * direction[1] -
                           sinf(scene_3d.rotation.x) * direction[0] -
                           cosf(scene_3d.rotation.x) * direction[3] +
                           cosf(scene_3d.rotation.x) * direction[2]) /
                          YABS_PLAYER_MOVEMENT_SENSITIVITY;
    scene_3d.movement.z = (cosf(scene_3d.rotation.x) * direction[1] -
                           cosf(scene_3d.rotation.x) * direction[0] +
                           sinf(scene_3d.rotation.x) * direction[3] -
                           sinf(scene_3d.rotation.x) * direction[2]) /
                          YABS_PLAYER_MOVEMENT_SENSITIVITY;
    // elevation
    if (IsKeyDown(KEY_SPACE))
        scene_3d.movement.y += 0.12f;
    if (IsKeyDown(KEY_LEFT_CONTROL))
        scene_3d.movement.y -= 0.12f;
    if (IsKeyPressed(KEY_ESCAPE))
        return (0);

    // apply movement
    scene_3d.camera.position.x +=
        scene_3d.movement.x / YABS_PLAYER_MOVEMENT_SENSITIVITY;
    scene_3d.camera.position.y += scene_3d.movement.y;
    scene_3d.camera.position.z +=
        scene_3d.movement.z / YABS_PLAYER_MOVEMENT_SENSITIVITY;

    Matrix translation = MatrixTranslate(0, 0, (10));
    Matrix rotation2 =
        MatrixRotateXYZ((Vector3){YABS_DOUBLEPI - scene_3d.rotation.y,
                                  YABS_DOUBLEPI - scene_3d.rotation.x, 0});
    Matrix transform = MatrixMultiply(translation, rotation2);

    // apply camera rotation
    scene_3d.camera.target.x = scene_3d.camera.position.x - transform.m12;
    scene_3d.camera.target.y = scene_3d.camera.position.y - transform.m13;
    scene_3d.camera.target.z = scene_3d.camera.position.z - transform.m14;
    return (1);
}

void init_game()
{
    // create image
    Image checked = GenImageChecked(2, 2, 1, 1, BLACK, GRAY);
    Texture2D texture = LoadTextureFromImage(checked);
    UnloadImage(checked);

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

    // setup camera
    SetTargetFPS(60);
    SetCameraMode(sc3d.camera, CAMERA_FIRST_PERSON);
    sc3d.camera.position = (Vector3){50.0f, 1.0f, 50.0f};
    sc3d.camera.target = (Vector3){50.0f, 1.0f, 50.0f};
    sc3d.camera.up = (Vector3){0.0f, 1.0f, 0.0f};
    sc3d.camera.fovy = 90.0f;
    sc3d.camera.projection = CAMERA_PERSPECTIVE;

    sc3d.rotation = (Vector3){0.0f, 0.0f, 0.0f};
    sc3d.lastMousePos = GetMousePosition();
    bool alive = true;

    while (alive)
    {
        BeginDrawing();
        ClearBackground(GRAY);
        BeginMode3D(sc3d.camera);

        alive = tick(sc3d);
        draw(model);

        EndMode3D();
        DrawFPS(0, 0);
        DrawText("Controls: Mouse / WASD / SPACE/CTRL.", YABS_SCREENWIDTH - 400,
                    0, 20, DARKGRAY);
        EndDrawing();
    }
    UnloadTexture(texture);
    UnloadModel(model);
}

int reset_camera(Scene3D& scene_3d) {
    SetCameraMode(scene_3d.camera, CAMERA_FIRST_PERSON);
    scene_3d.camera.position = (Vector3){50.0f, 1.0f, 50.0f};
    scene_3d.camera.target = (Vector3){50.0f, 1.0f, 50.0f};
    scene_3d.camera.up = (Vector3){0.0f, 1.0f, 0.0f};
    scene_3d.camera.fovy = 90.0f;
    scene_3d.camera.projection = CAMERA_PERSPECTIVE;

    scene_3d.rotation = (Vector3){0.0f, 0.0f, 0.0f};
    scene_3d.lastMousePos = GetMousePosition();
    return (0);
}

}  // namespace core
}  // namespace yabs