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Jai example of how to have a moving camera using the Simp library
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#import "Math"; | |
#import "Simp"; | |
#import "Basic"; | |
#import "Input"; | |
#import "Window_Creation"; | |
window_width : s32 = 1280; | |
window_height : s32 = 720; | |
quit : bool = false; | |
the_window : Window_Type; | |
projection_matrix : Matrix4; | |
camera_position : Vector2; | |
camera_scale : float = 20; | |
camera_speed : float = 0.25; | |
main :: () { | |
the_window = create_window(window_width, window_height, "Camera Example"); | |
set_render_target(the_window); | |
while !quit { | |
handle_events(); | |
render_frame(); | |
} | |
} | |
handle_events :: () { | |
update_window_events(); | |
recalculate_projection_matrix := false; | |
// Window resize events. | |
for get_window_resizes() { | |
update_window(it.window); | |
if it.window != the_window continue; | |
window_width = it.width; | |
window_height = it.height; | |
recalculate_projection_matrix = true; | |
} | |
// Events | |
for events_this_frame { | |
if it.type == .QUIT then quit = true; | |
if it.type == .KEYBOARD { | |
if it.key_pressed if it.key_code == { | |
case .ESCAPE; quit = true; | |
} | |
} | |
} | |
// Keyboard input. | |
camera_position_delta: Vector2; | |
if input_button_states[#char "W"] & .DOWN { | |
camera_position_delta.y -= 1; | |
recalculate_projection_matrix = true; | |
} | |
if input_button_states[#char "S"] & .DOWN { | |
camera_position_delta.y += 1; | |
recalculate_projection_matrix = true; | |
} | |
if input_button_states[#char "A"] & .DOWN { | |
camera_position_delta.x += 1; | |
recalculate_projection_matrix = true; | |
} | |
if input_button_states[#char "D"] & .DOWN { | |
camera_position_delta.x -= 1; | |
recalculate_projection_matrix = true; | |
} | |
normalize(*camera_position_delta); | |
camera_position += camera_position_delta * camera_speed; | |
// Recalculate projection matrix. | |
if recalculate_projection_matrix then update_projection_matrix(); | |
} | |
render_frame :: () { | |
RED :: Vector4.{.70, .17, .17, 1}; | |
clear_render_target(0.94, 0.94, 0.94, 1); | |
{ | |
immediate_begin(); | |
set_shader_for_color(); | |
set_projecton_matrix(); | |
immediate_quad(0, 0, 10, 10, Vector4.{1, 0, 0, 1}); | |
immediate_flush(); | |
} | |
swap_buffers(the_window); | |
} | |
update_projection_matrix :: () { | |
aspect_ratio := cast(float) window_width / cast(float) window_height; | |
left := -camera_scale * aspect_ratio / 2; | |
right := camera_scale * aspect_ratio / 2; | |
bottom := -camera_scale / 2; | |
top := camera_scale / 2; | |
near := -1.0; | |
far := 1.0; | |
mat := orthographic_projection_matrix(left, right, bottom, top, near, far); | |
mat *= make_translation_matrix4(Vector3.{x = camera_position.x, y = camera_position.y, z = 0}); | |
state := context.simp; | |
assert(state != null); | |
// NOTE(mvh): Taken from backend_tweak_projection_matrix | |
if state.texture_render_target { | |
mat._21 *= -1; | |
mat._22 *= -1; | |
mat._23 *= -1; | |
mat._24 *= -1; | |
} | |
projection_matrix = mat; | |
} | |
set_projecton_matrix :: () { | |
state := context.simp; | |
assert(state != null); | |
shader := state.current_shader; | |
assert(shader != null); | |
set_parameter(shader, "projection", projection_matrix); | |
} |
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