Tidying & comments

This commit is contained in:
Josh Colclough 2023-10-25 22:50:01 +01:00
parent 182facf4e5
commit b888afbf5f

View File

@ -37,8 +37,8 @@ const float pointsOfInterest[6][2] =
{ -0.70176f, -0.3842f }, { -0.70176f, -0.3842f },
}; };
const int screenWidth = 1920; const int screenWidth = 800;
const int screenHeight = 1080; const int screenHeight = 450;
const float zoomSpeed = 1.01f; const float zoomSpeed = 1.01f;
const float offsetSpeedMul = 2.0f; const float offsetSpeedMul = 2.0f;
@ -73,6 +73,7 @@ int main(void)
int zoomLoc = GetShaderLocation(shader, "zoom"); int zoomLoc = GetShaderLocation(shader, "zoom");
int offsetLoc = GetShaderLocation(shader, "offset"); int offsetLoc = GetShaderLocation(shader, "offset");
// Upload the shader uniform values!
SetShaderValue(shader, cLoc, c, SHADER_UNIFORM_VEC2); SetShaderValue(shader, cLoc, c, SHADER_UNIFORM_VEC2);
SetShaderValue(shader, zoomLoc, &zoom, SHADER_UNIFORM_FLOAT); SetShaderValue(shader, zoomLoc, &zoom, SHADER_UNIFORM_FLOAT);
SetShaderValue(shader, offsetLoc, offset, SHADER_UNIFORM_VEC2); SetShaderValue(shader, offsetLoc, offset, SHADER_UNIFORM_VEC2);
@ -111,7 +112,7 @@ int main(void)
SetShaderValue(shader, offsetLoc, offset, SHADER_UNIFORM_VEC2); SetShaderValue(shader, offsetLoc, offset, SHADER_UNIFORM_VEC2);
} }
if (IsKeyPressed(KEY_SPACE)) incrementSpeed = 0; // Pause animation (c change) if (IsKeyPressed(KEY_SPACE)) incrementSpeed = 0; // Pause animation (c change)
if (IsKeyPressed(KEY_F1)) showControls = !showControls; // Toggle whether or not to show controls if (IsKeyPressed(KEY_F1)) showControls = !showControls; // Toggle whether or not to show controls
if (IsKeyPressed(KEY_RIGHT)) incrementSpeed++; if (IsKeyPressed(KEY_RIGHT)) incrementSpeed++;
@ -126,6 +127,9 @@ int main(void)
const Vector2 mousePos = GetMousePosition(); const Vector2 mousePos = GetMousePosition();
Vector2 offsetVelocity; Vector2 offsetVelocity;
// Find the velocity at which to change the camera. Take the distance of the mouse
// from the center of the screen as the direction, and adjust magnitude based on
// the current zoom.
offsetVelocity.x = (mousePos.x/(float)screenWidth - 0.5) * offsetSpeedMul / zoom; offsetVelocity.x = (mousePos.x/(float)screenWidth - 0.5) * offsetSpeedMul / zoom;
offsetVelocity.y = (mousePos.y/(float)screenHeight - 0.5) * offsetSpeedMul / zoom; offsetVelocity.y = (mousePos.y/(float)screenHeight - 0.5) * offsetSpeedMul / zoom;
@ -133,6 +137,7 @@ int main(void)
offset[0] += GetFrameTime() * offsetVelocity.x; offset[0] += GetFrameTime() * offsetVelocity.x;
offset[1] += GetFrameTime() * offsetVelocity.y; offset[1] += GetFrameTime() * offsetVelocity.y;
// Update the shader uniform values!
SetShaderValue(shader, zoomLoc, &zoom, SHADER_UNIFORM_FLOAT); SetShaderValue(shader, zoomLoc, &zoom, SHADER_UNIFORM_FLOAT);
SetShaderValue(shader, offsetLoc, offset, SHADER_UNIFORM_VEC2); SetShaderValue(shader, offsetLoc, offset, SHADER_UNIFORM_VEC2);
} }