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tmap.c
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#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <SDL.h>
#include "cdefs.h"
#include "vec.h"
#include "view.h"
#include "render.h"
static bool quit = false;
static float moves[3];
static bool dragging = false;
static float speed_mult = 1.0;
#define SPEED 64.0
#if 1
#define KEY_FORWARD '.'
#define KEY_BACK 'e'
#define KEY_LEFT 'o'
#define KEY_RIGHT 'u'
#else
#define KEY_FORWARD SDLK_UP
#define KEY_BACK SDLK_DOWN
#define KEY_LEFT SDLK_LEFT
#define KEY_RIGHT SDLK_RIGHT
#endif
void
RunInput (float frametime)
{
SDL_Event sdlev;
int mouse_delt[2];
float v[3];
float mwheel;
mouse_delt[0] = mouse_delt[1] = 0;
mwheel = 0.0;
while (SDL_PollEvent(&sdlev))
{
switch (sdlev.type)
{
case SDL_MOUSEBUTTONDOWN:
if (sdlev.button.button == 1)
dragging = true;
else if (sdlev.button.button == 3)
moves[1]++;
break;
case SDL_MOUSEBUTTONUP:
if (sdlev.button.button == 1)
dragging = false;
else if (sdlev.button.button == 3)
moves[1]--;
else if (sdlev.button.button == 4)
mwheel++;
else if (sdlev.button.button == 5)
mwheel--;
break;
case SDL_KEYDOWN:
if (sdlev.key.keysym.sym == KEY_FORWARD)
moves[2]++;
else if (sdlev.key.keysym.sym == KEY_BACK)
moves[2]--;
else if (sdlev.key.keysym.sym == KEY_LEFT)
moves[0]--;
else if (sdlev.key.keysym.sym == KEY_RIGHT)
moves[0]++;
else if (sdlev.key.keysym.sym == SDLK_LSHIFT)
speed_mult = 2.0;
break;
case SDL_KEYUP:
if (sdlev.key.keysym.sym == SDLK_ESCAPE)
quit = true;
else if (sdlev.key.keysym.sym == KEY_FORWARD)
moves[2]--;
else if (sdlev.key.keysym.sym == KEY_BACK)
moves[2]++;
else if (sdlev.key.keysym.sym == KEY_LEFT)
moves[0]++;
else if (sdlev.key.keysym.sym == KEY_RIGHT)
moves[0]--;
else if (sdlev.key.keysym.sym == SDLK_LSHIFT)
speed_mult = 1.0;
else if (sdlev.key.keysym.sym == 'v')
{
printf("right: (%g, %g, %g)\n",
view.right[0],
view.right[1],
view.right[2]);
printf("up: (%g, %g, %g)\n",
view.up[0],
view.up[1],
view.up[2]);
printf("fwd : (%g, %g, %g)\n",
view.forward[0],
view.forward[1],
view.forward[2]);
}
else if (sdlev.key.keysym.sym == 'p')
{
printf (" %g, %g, %g\n",
view.pos[0],
view.pos[1],
view.pos[2]);
}
else if (sdlev.key.keysym.sym == 'a')
{
printf (" %g, %g, %g\n",
view.angles[0],
view.angles[1],
view.angles[2]);
}
else if (sdlev.key.keysym.sym == 'm')
{
printf (" %0.3f %0.3f %0.3f\n", view.xform[0][0], view.xform[0][1], view.xform[0][2]);
printf (" %0.3f %0.3f %0.3f\n", view.xform[1][0], view.xform[1][1], view.xform[1][2]);
printf (" %0.3f %0.3f %0.3f\n", view.xform[2][0], view.xform[2][1], view.xform[2][2]);
}
else if (sdlev.key.keysym.sym == 'r')
{
Vec_Clear (view.angles);
Vec_Clear (view.pos);
}
break;
case SDL_MOUSEMOTION:
mouse_delt[0] = sdlev.motion.xrel;
mouse_delt[1] = sdlev.motion.yrel;
break;
case SDL_QUIT:
quit = true;
break;
default:
break;
}
}
/* rotate camera with mouse */
if (dragging)
{
float rads;
rads = view.fov_x * (mouse_delt[0] / (float)r_w);
view.angles[YAW] -= rads;
rads = view.fov_y * (mouse_delt[1] / (float)r_h);
view.angles[PITCH] -= rads;
}
if (mwheel != 0)
view.angles[YAW] += mwheel * 10.0 * (M_PI / 180.0);
/* restrict camera angles */
if (view.angles[PITCH] > M_PI / 2.0)
view.angles[PITCH] = M_PI / 2.0;
if (view.angles[PITCH] < -M_PI / 2.0)
view.angles[PITCH] = -M_PI / 2.0;
while (view.angles[YAW] >= M_PI * 2.0)
view.angles[YAW] -= M_PI * 2.0;
while (view.angles[YAW] < 0.0)
view.angles[YAW] += M_PI * 2.0;
/* make transformation matrix */
Vec_Copy (view.angles, v);
Vec_Scale (v, -1.0);
Vec_AnglesMatrix (v, view.xform, ROT_MATRIX_ORDER_XYZ);
/* We're looking down the -z axis, and our projection calculation
* assumes greater z is further away. So negate z values so
* positive z objects are behind the camera. */
Vec_Scale (view.xform[2], -1.0);
/* get view vectors */
Vec_Copy (view.xform[0], view.right);
Vec_Copy (view.xform[1], view.up);
Vec_Copy (view.xform[2], view.forward);
/* move camera */
Vec_Clear (v);
Vec_Copy (view.right, v);
Vec_Scale (v, moves[0] * SPEED * speed_mult * frametime);
Vec_Add (view.pos, v, view.pos);
Vec_Copy (view.up, v);
Vec_Scale (v, moves[1] * SPEED * speed_mult * frametime);
Vec_Add (view.pos, v, view.pos);
Vec_Copy (view.forward, v);
Vec_Scale (v, moves[2] * SPEED * speed_mult * frametime);
Vec_Add (view.pos, v, view.pos);
}
int
main (int argc, const char *argv[])
{
unsigned int last, duration, now;
float frametime;
if (SDL_Init(SDL_INIT_TIMER) != 0)
{
fprintf (stderr, "Error: failed initializing SDL\n");
return EXIT_FAILURE;
}
R_Init ();
last = SDL_GetTicks ();
while (!quit)
{
do
{
now = SDL_GetTicks ();
duration = now - last;
} while (duration < 1);
last = now;
frametime = duration / 1000.0;
RunInput (frametime);
R_Refresh ();
}
R_Shutdown ();
SDL_Quit ();
return EXIT_SUCCESS;
}