feat: 3D spaces and Camera

This commit is contained in:
AfonsoCMSousa
2026-03-19 22:41:39 +00:00
parent a31af8f9b8
commit 2980fda372
9 changed files with 507 additions and 40 deletions
+139
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@@ -0,0 +1,139 @@
#pragma once
#include <glad/glad.h>
#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp>
// 3 axis lines: X=red, Y=green, Z=blue
// Each line: 2 vertices, each vertex has pos(3) + color(3)
static const float AXIS_VERTICES[] = {
// X axis - red
0.0f,
0.0f,
0.0f,
1.0f,
0.2f,
0.2f,
1.0f,
0.0f,
0.0f,
1.0f,
0.2f,
0.2f,
// Y axis - green
0.0f,
0.0f,
0.0f,
0.2f,
1.0f,
0.2f,
0.0f,
1.0f,
0.0f,
0.2f,
1.0f,
0.2f,
// Z axis - blue
0.0f,
0.0f,
0.0f,
0.2f,
0.4f,
1.0f,
0.0f,
0.0f,
1.0f,
0.2f,
0.4f,
1.0f,
};
struct AxisRenderer {
unsigned int VAO, VBO;
unsigned int shader;
};
static const char *AXIS_VERT_SRC = R"(
#version 330 core
layout(location = 0) in vec3 aPos;
layout(location = 1) in vec3 aColor;
out vec3 vColor;
uniform mat4 uMVP;
void main() {
vColor = aColor;
gl_Position = uMVP * vec4(aPos, 1.0);
}
)";
static const char *AXIS_FRAG_SRC = R"(
#version 330 core
in vec3 vColor;
out vec4 FragColor;
void main() {
FragColor = vec4(vColor, 1.0);
}
)";
inline AxisRenderer axis_init() {
AxisRenderer r;
// Compile inline shaders
int success;
char log[512];
unsigned int vert = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vert, 1, &AXIS_VERT_SRC, NULL);
glCompileShader(vert);
glGetShaderiv(vert, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(vert, 512, NULL, log);
fprintf(stderr, "Axis vert: %s\n", log);
}
unsigned int frag = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(frag, 1, &AXIS_FRAG_SRC, NULL);
glCompileShader(frag);
glGetShaderiv(frag, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(frag, 512, NULL, log);
fprintf(stderr, "Axis frag: %s\n", log);
}
r.shader = glCreateProgram();
glAttachShader(r.shader, vert);
glAttachShader(r.shader, frag);
glLinkProgram(r.shader);
glDeleteShader(vert);
glDeleteShader(frag);
glGenVertexArrays(1, &r.VAO);
glGenBuffers(1, &r.VBO);
glBindVertexArray(r.VAO);
glBindBuffer(GL_ARRAY_BUFFER, r.VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(AXIS_VERTICES), AXIS_VERTICES, GL_STATIC_DRAW);
// pos
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void *)0);
glEnableVertexAttribArray(0);
// color
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void *)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
glBindVertexArray(0);
return r;
}
inline void axis_draw(const AxisRenderer &r, const glm::mat4 &mvp) {
glUseProgram(r.shader);
glUniformMatrix4fv(glGetUniformLocation(r.shader, "uMVP"), 1, GL_FALSE, glm::value_ptr(mvp));
glBindVertexArray(r.VAO);
glLineWidth(2.0f);
glDrawArrays(GL_LINES, 0, 6);
glBindVertexArray(0);
}
inline void axis_destroy(AxisRenderer &r) {
glDeleteVertexArrays(1, &r.VAO);
glDeleteBuffers(1, &r.VBO);
glDeleteProgram(r.shader);
}
+116
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@@ -0,0 +1,116 @@
#pragma once
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
struct Camera {
glm::vec3 position;
glm::vec3 front;
glm::vec3 up;
glm::vec3 right;
glm::vec3 world_up;
float yaw; // horizontal angle, degrees
float pitch; // vertical angle, degrees
float fov;
float speed;
float sensitivity;
// Mouse state
float last_x, last_y;
bool first_mouse;
bool cursor_captured;
};
inline Camera camera_init(glm::vec3 position, float scr_width, float scr_height) {
Camera c;
c.position = position;
c.world_up = glm::vec3(0.0f, 1.0f, 0.0f);
c.yaw = -90.0f; // face -Z by default
c.pitch = -20.0f;
c.fov = 60.0f;
c.speed = 5.0f;
c.sensitivity = 0.1f;
c.last_x = scr_width * 0.5f;
c.last_y = scr_height * 0.5f;
c.first_mouse = true;
c.cursor_captured = false;
// Compute initial vectors from yaw/pitch
glm::vec3 front;
front.x = cos(glm::radians(c.yaw)) * cos(glm::radians(c.pitch));
front.y = sin(glm::radians(c.pitch));
front.z = sin(glm::radians(c.yaw)) * cos(glm::radians(c.pitch));
c.front = glm::normalize(front);
c.right = glm::normalize(glm::cross(c.front, c.world_up));
c.up = glm::normalize(glm::cross(c.right, c.front));
return c;
}
inline glm::mat4 camera_view(const Camera &c) {
return glm::lookAt(c.position, c.position + c.front, c.up);
}
inline glm::mat4 camera_projection(const Camera &c, float aspect) {
return glm::perspective(glm::radians(c.fov), aspect, 0.1f, 1000.0f);
}
// Call every frame with GLFW window
inline void camera_keyboard(Camera &c, GLFWwindow *window, float dt) {
if (!c.cursor_captured)
return;
float vel = c.speed * dt;
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
c.position += c.front * vel;
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
c.position -= c.front * vel;
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
c.position -= c.right * vel;
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
c.position += c.right * vel;
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
c.position += c.world_up * vel;
if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS)
c.position -= c.world_up * vel;
}
// Call from your GLFW cursor position callback
inline void camera_mouse(Camera &c, double xpos, double ypos) {
if (!c.cursor_captured)
return;
if (c.first_mouse) {
c.last_x = (float)xpos;
c.last_y = (float)ypos;
c.first_mouse = false;
}
float dx = ((float)xpos - c.last_x) * c.sensitivity;
float dy = (c.last_y - (float)ypos) * c.sensitivity; // inverted Y
c.last_x = (float)xpos;
c.last_y = (float)ypos;
c.yaw += dx;
c.pitch += dy;
if (c.pitch > 89.0f)
c.pitch = 89.0f;
if (c.pitch < -89.0f)
c.pitch = -89.0f;
glm::vec3 front;
front.x = cos(glm::radians(c.yaw)) * cos(glm::radians(c.pitch));
front.y = sin(glm::radians(c.pitch));
front.z = sin(glm::radians(c.yaw)) * cos(glm::radians(c.pitch));
c.front = glm::normalize(front);
c.right = glm::normalize(glm::cross(c.front, c.world_up));
c.up = glm::normalize(glm::cross(c.right, c.front));
}
// Call from scroll callback
inline void camera_scroll(Camera &c, double yoffset) {
c.fov -= (float)yoffset;
if (c.fov < 10.0f)
c.fov = 10.0f;
if (c.fov > 90.0f)
c.fov = 90.0f;
}
+113
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@@ -0,0 +1,113 @@
#pragma once
#include <glad/glad.h>
#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <vector>
// XZ floor grid, centered at origin
// SIZE = half-extent (25 means grid goes -25 to +25)
// STEP = spacing between lines
static constexpr int GRID_SIZE = 25;
static constexpr float GRID_STEP = 1.0f;
struct GridRenderer {
unsigned int VAO, VBO;
unsigned int shader;
int vertex_count;
};
static const char *GRID_VERT_SRC = R"(
#version 330 core
layout(location = 0) in vec3 aPos;
uniform mat4 uMVP;
void main() {
gl_Position = uMVP * vec4(aPos, 1.0);
}
)";
static const char *GRID_FRAG_SRC = R"(
#version 330 core
out vec4 FragColor;
void main() {
FragColor = vec4(0.35, 0.35, 0.35, 1.0);
}
)";
inline GridRenderer grid_init() {
GridRenderer r;
// Build vertices on the CPU — two endpoints per line, X-parallel and Z-parallel
std::vector<float> verts;
verts.reserve(4 * 3 * (GRID_SIZE * 2 + 1) * 2); // rough upper bound
float lo = -GRID_SIZE * GRID_STEP;
float hi = GRID_SIZE * GRID_STEP;
for (int i = -GRID_SIZE; i <= GRID_SIZE; i++) {
float t = i * GRID_STEP;
// Line parallel to X axis (varies X, fixed Z=t)
verts.insert(verts.end(), { lo, 0.0f, t,
hi, 0.0f, t });
// Line parallel to Z axis (fixed X=t, varies Z)
verts.insert(verts.end(), { t, 0.0f, lo,
t, 0.0f, hi });
}
r.vertex_count = (int)(verts.size() / 3);
// Compile shaders
int success;
char log[512];
unsigned int vert = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vert, 1, &GRID_VERT_SRC, NULL);
glCompileShader(vert);
glGetShaderiv(vert, GL_COMPILE_STATUS, &success);
if (!success) { glGetShaderInfoLog(vert, 512, NULL, log); fprintf(stderr, "Grid vert: %s\n", log); }
unsigned int frag = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(frag, 1, &GRID_FRAG_SRC, NULL);
glCompileShader(frag);
glGetShaderiv(frag, GL_COMPILE_STATUS, &success);
if (!success) { glGetShaderInfoLog(frag, 512, NULL, log); fprintf(stderr, "Grid frag: %s\n", log); }
r.shader = glCreateProgram();
glAttachShader(r.shader, vert);
glAttachShader(r.shader, frag);
glLinkProgram(r.shader);
glGetProgramiv(r.shader, GL_LINK_STATUS, &success);
if (!success) { glGetProgramInfoLog(r.shader, 512, NULL, log); fprintf(stderr, "Grid link: %s\n", log); }
glDeleteShader(vert);
glDeleteShader(frag);
// Upload geometry
glGenVertexArrays(1, &r.VAO);
glGenBuffers(1, &r.VBO);
glBindVertexArray(r.VAO);
glBindBuffer(GL_ARRAY_BUFFER, r.VBO);
glBufferData(GL_ARRAY_BUFFER, verts.size() * sizeof(float), verts.data(), GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glBindVertexArray(0);
return r;
}
inline void grid_draw(const GridRenderer &r, const glm::mat4 &mvp) {
glUseProgram(r.shader);
glUniformMatrix4fv(glGetUniformLocation(r.shader, "uMVP"), 1, GL_FALSE, glm::value_ptr(mvp));
glBindVertexArray(r.VAO);
glLineWidth(1.0f);
glDrawArrays(GL_LINES, 0, r.vertex_count);
glBindVertexArray(0);
}
inline void grid_destroy(GridRenderer &r) {
glDeleteVertexArrays(1, &r.VAO);
glDeleteBuffers(1, &r.VBO);
glDeleteProgram(r.shader);
}
+2 -4
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@@ -3,7 +3,7 @@
#include <stdlib.h>
#define G_CONSTANT 9.807f
#define G_CONSTANT 0.207f
typedef struct {
float x, y, z;
@@ -49,14 +49,12 @@ int particle_update(Particle *particles, unsigned long long size, float time) {
continue;
}
p.velocity.y += (G_CONSTANT * time);
p.velocity.y -= (G_CONSTANT * time);
p.position.x += p.velocity.x * time;
p.position.y += p.velocity.y * time;
p.position.z += p.velocity.z * time;
vec_add(p.position, (p.velocity));
if (p.life > 0) p.life -= time;
particles[i] = p;