feat: Implement gamepad support and audio control enhancements in input and audio services

This commit is contained in:
2026-01-05 06:32:34 +00:00
parent e7737c60f9
commit 5548d3b3ce
10 changed files with 406 additions and 185 deletions

View File

@@ -1,20 +1,3 @@
local pyramid_vertices = {
{ position = {0.0, 1.0, 0.0}, color = {1.0, 0.5, 0.0} },
{ position = {-1.0, -1.0, -1.0}, color = {0.0, 1.0, 1.0} },
{ position = {1.0, -1.0, -1.0}, color = {1.0, 0.0, 1.0} },
{ position = {1.0, -1.0, 1.0}, color = {1.0, 1.0, 0.0} },
{ position = {-1.0, -1.0, 1.0}, color = {0.0, 0.0, 1.0} },
}
local pyramid_indices = {
1, 2, 3,
1, 3, 4,
1, 4, 5,
1, 5, 2,
2, 3, 4,
4, 5, 2,
}
local cube_mesh_info = {
path = "models/cube.stl",
loaded = false,
@@ -53,21 +36,41 @@ end
load_cube_mesh()
local function init_audio()
if type(audio_play_background) == "function" then
audio_play_background("modmusic.ogg", true)
end
end
init_audio()
if not cube_mesh_info.loaded then
error("Unable to load cube mesh: " .. (cube_mesh_info.error or "unknown"))
end
local music_state = {
playing = false,
togglePressed = false,
}
local function start_music()
if type(audio_play_background) == "function" then
audio_play_background("modmusic.ogg", true)
music_state.playing = true
end
end
local function stop_music()
if type(audio_stop_background) == "function" then
audio_stop_background()
end
music_state.playing = false
end
local function toggle_music()
if music_state.playing then
stop_music()
else
start_music()
end
end
start_music()
local math3d = require("math3d")
local string_format = string.format
local table_concat = table.concat
local InputState = {}
InputState.__index = InputState
@@ -76,10 +79,22 @@ function InputState:new()
local instance = {
mouseX = 0.0,
mouseY = 0.0,
mouseDeltaX = 0.0,
mouseDeltaY = 0.0,
mouseDown = false,
wheel = 0.0,
textInput = "",
keyStates = {},
lastMouseX = nil,
lastMouseY = nil,
gamepad = {
connected = false,
leftX = 0.0,
leftY = 0.0,
rightX = 0.0,
rightY = 0.0,
togglePressed = false,
},
}
return setmetatable(instance, InputState)
end
@@ -87,9 +102,17 @@ end
function InputState:resetTransient()
self.textInput = ""
self.wheel = 0.0
self.mouseDeltaX = 0.0
self.mouseDeltaY = 0.0
end
function InputState:setMouse(x, y, isDown)
if self.lastMouseX ~= nil and self.lastMouseY ~= nil then
self.mouseDeltaX = x - self.lastMouseX
self.mouseDeltaY = y - self.lastMouseY
end
self.lastMouseX = x
self.lastMouseY = y
self.mouseX = x
self.mouseY = y
self.mouseDown = isDown
@@ -109,6 +132,16 @@ function InputState:addTextInput(text)
end
end
function InputState:setGamepad(connected, leftX, leftY, rightX, rightY, togglePressed)
local pad = self.gamepad
pad.connected = connected and true or false
pad.leftX = leftX or 0.0
pad.leftY = leftY or 0.0
pad.rightX = rightX or 0.0
pad.rightY = rightY or 0.0
pad.togglePressed = togglePressed and true or false
end
gui_input = InputState:new()
local function log_debug(fmt, ...)
@@ -123,199 +156,176 @@ if cube_mesh_info.loaded then
cube_mesh_info.path, cube_mesh_info.vertex_count, cube_mesh_info.index_count)
end
local cube_body_name = "cube_body"
local cube_state = {
position = {0.0, 0.0, 0.0},
rotation = {0.0, 0.0, 0.0, 1.0},
}
local physics_last_time = 0.0
local function initialize_physics()
if type(physics_create_box) ~= "function" then
error("physics_create_box() is unavailable")
end
local ok, err = physics_create_box(
cube_body_name,
{1.0, 1.0, 1.0},
1.0,
{0.0, 2.0, 0.0},
{0.0, 0.0, 0.0, 1.0}
)
if not ok then
error("physics_create_box failed: " .. (err or "unknown"))
end
if type(physics_step_simulation) == "function" then
physics_step_simulation(0.0)
end
end
initialize_physics()
local function sync_physics(time)
local dt = time - physics_last_time
if dt < 0.0 then
dt = 0.0
end
if dt > 0.0 and type(physics_step_simulation) == "function" then
physics_step_simulation(dt)
end
physics_last_time = time
if type(physics_get_transform) ~= "function" then
error("physics_get_transform() is unavailable")
end
local transform, err = physics_get_transform(cube_body_name)
if not transform then
error("physics_get_transform failed: " .. (err or "unknown"))
end
cube_state.position = transform.position
cube_state.rotation = transform.rotation
end
local rotation_speeds = {x = 0.5, y = 0.7}
local shader_variants = {
default = {
vertex = "shaders/cube.vert.spv",
fragment = "shaders/cube.frag.spv",
},
cube = {
vertex = "shaders/cube.vert.spv",
fragment = "shaders/cube.frag.spv",
},
pyramid = {
vertex = "shaders/cube.vert.spv",
fragment = "shaders/cube.frag.spv",
},
}
local camera = {
eye = {2.0, 2.0, 2.5},
center = {0.0, 0.0, 0.0},
up = {0.0, 1.0, 0.0},
position = {0.0, 0.0, 5.0},
yaw = -math.pi / 2.0,
pitch = 0.0,
fov = 0.78,
near = 0.1,
far = 10.0,
far = 50.0,
}
local effect_key = "space"
local effect_active = false
local function update_audio_controls()
if type(audio_play_sound) ~= "function" then
return
end
if gui_input.keyStates[effect_key] then
if not effect_active then
audio_play_sound("modmusic.ogg", false)
effect_active = true
end
else
effect_active = false
end
end
local zoom_settings = {
min_distance = 2.0,
max_distance = 12.0,
speed = 0.25,
local controls = {
move_speed = 4.0,
mouse_sensitivity = 0.0025,
gamepad_look_speed = 2.5,
stick_deadzone = 0.2,
max_pitch = math.rad(85.0),
}
local function clamp_distance(value, minValue, maxValue)
if minValue and value < minValue then
local last_frame_time = nil
local world_up = {0.0, 1.0, 0.0}
local function clamp(value, minValue, maxValue)
if value < minValue then
return minValue
end
if maxValue and value > maxValue then
if value > maxValue then
return maxValue
end
return value
end
local function update_camera_zoom(delta)
if delta == 0 then
return
local function normalize(vec)
local x, y, z = vec[1], vec[2], vec[3]
local len = math.sqrt(x * x + y * y + z * z)
if len == 0.0 then
return {x, y, z}
end
local dx = camera.eye[1] - camera.center[1]
local dy = camera.eye[2] - camera.center[2]
local dz = camera.eye[3] - camera.center[3]
local distance = math.sqrt(dx * dx + dy * dy + dz * dz)
if distance == 0 then
return
end
local normalizedX = dx / distance
local normalizedY = dy / distance
local normalizedZ = dz / distance
local adjustment = -delta * zoom_settings.speed
local targetDistance = clamp_distance(distance + adjustment, zoom_settings.min_distance, zoom_settings.max_distance)
camera.eye[1] = camera.center[1] + normalizedX * targetDistance
camera.eye[2] = camera.center[2] + normalizedY * targetDistance
camera.eye[3] = camera.center[3] + normalizedZ * targetDistance
log_debug("zoom delta=%.2f -> distance=%.2f", delta, targetDistance)
return {x / len, y / len, z / len}
end
local function build_model(time)
local y = math3d.rotation_y(time * rotation_speeds.y)
local x = math3d.rotation_x(time * rotation_speeds.x)
return math3d.multiply(y, x)
local function cross(a, b)
return {
a[2] * b[3] - a[3] * b[2],
a[3] * b[1] - a[1] * b[3],
a[1] * b[2] - a[2] * b[1],
}
end
local function create_rotating_cube(position, speed_scale, shader_key)
local function apply_deadzone(value, deadzone)
local magnitude = math.abs(value)
if magnitude < deadzone then
return 0.0
end
local scaled = (magnitude - deadzone) / (1.0 - deadzone)
if value < 0.0 then
return -scaled
end
return scaled
end
local function forward_from_angles(yaw, pitch)
local cos_pitch = math.cos(pitch)
return {
math.cos(yaw) * cos_pitch,
math.sin(pitch),
math.sin(yaw) * cos_pitch,
}
end
local function update_camera(dt)
if not gui_input then
return
end
local look_delta_x = gui_input.mouseDeltaX * controls.mouse_sensitivity
local look_delta_y = -gui_input.mouseDeltaY * controls.mouse_sensitivity
local pad = gui_input.gamepad
if pad and pad.connected then
local stick_x = apply_deadzone(pad.rightX, controls.stick_deadzone)
local stick_y = apply_deadzone(pad.rightY, controls.stick_deadzone)
look_delta_x = look_delta_x + stick_x * controls.gamepad_look_speed * dt
look_delta_y = look_delta_y - stick_y * controls.gamepad_look_speed * dt
end
camera.yaw = camera.yaw + look_delta_x
camera.pitch = clamp(camera.pitch + look_delta_y, -controls.max_pitch, controls.max_pitch)
local forward = forward_from_angles(camera.yaw, camera.pitch)
local forward_flat = normalize({forward[1], 0.0, forward[3]})
local right = normalize(cross(forward_flat, world_up))
local move_x = 0.0
local move_z = 0.0
if gui_input.keyStates["w"] then
move_z = move_z + 1.0
end
if gui_input.keyStates["s"] then
move_z = move_z - 1.0
end
if gui_input.keyStates["d"] then
move_x = move_x + 1.0
end
if gui_input.keyStates["a"] then
move_x = move_x - 1.0
end
if pad and pad.connected then
move_x = move_x + apply_deadzone(pad.leftX, controls.stick_deadzone)
move_z = move_z - apply_deadzone(pad.leftY, controls.stick_deadzone)
end
local length = math.sqrt(move_x * move_x + move_z * move_z)
if length > 1.0 then
move_x = move_x / length
move_z = move_z / length
end
if length > 0.0 then
local speed = controls.move_speed * dt
camera.position[1] = camera.position[1] + (right[1] * move_x + forward_flat[1] * move_z) * speed
camera.position[2] = camera.position[2] + (right[2] * move_x + forward_flat[2] * move_z) * speed
camera.position[3] = camera.position[3] + (right[3] * move_x + forward_flat[3] * move_z) * speed
end
end
local function update_audio_controls()
if not gui_input then
return
end
local pad = gui_input.gamepad
local toggle_pressed = gui_input.keyStates["m"]
if pad and pad.connected and pad.togglePressed then
toggle_pressed = true
end
if toggle_pressed and not music_state.togglePressed then
toggle_music()
end
music_state.togglePressed = toggle_pressed and true or false
end
local rotation_speed = 0.9
local function create_spinning_cube()
local function compute_model_matrix(time)
local base = build_model(time * speed_scale)
local offset = math3d.translation(position[1], position[2], position[3])
return math3d.multiply(offset, base)
return math3d.rotation_y(time * rotation_speed)
end
return {
vertices = cube_vertices,
indices = cube_indices,
compute_model_matrix = compute_model_matrix,
shader_key = shader_key or "cube",
}
end
local function create_physics_cube(shader_key)
local function compute_model_matrix(time)
sync_physics(time)
return glm_matrix_from_transform(cube_state.position, cube_state.rotation)
end
return {
vertices = cube_vertices,
indices = cube_indices,
compute_model_matrix = compute_model_matrix,
shader_key = shader_key or "cube",
}
end
local function create_pyramid(position, shader_key)
local function compute_model_matrix(time)
local base = build_model(time * 0.6)
local offset = math3d.translation(position[1], position[2], position[3])
return math3d.multiply(offset, base)
end
return {
vertices = pyramid_vertices,
indices = pyramid_indices,
compute_model_matrix = compute_model_matrix,
shader_key = shader_key or "pyramid",
shader_key = "default",
}
end
function get_scene_objects()
local objects = {
create_physics_cube("cube"),
create_rotating_cube({3.0, 0.0, 0.0}, 0.8, "cube"),
create_rotating_cube({-3.0, 0.0, 0.0}, 1.2, "cube"),
create_pyramid({0.0, -0.5, -4.0}, "pyramid"),
return {
create_spinning_cube(),
}
if lua_debug then
local labels = {}
for idx, obj in ipairs(objects) do
table.insert(labels, string_format("[%d:%s]", idx, obj.shader_key))
end
log_debug("get_scene_objects -> %d entries: %s", #objects, table_concat(labels, ", "))
end
return objects
end
function get_shader_paths()
@@ -323,11 +333,29 @@ function get_shader_paths()
end
function get_view_projection(aspect)
if gui_input then
update_camera_zoom(gui_input.wheel)
local now = os.clock()
local dt = 0.0
if last_frame_time then
dt = now - last_frame_time
end
last_frame_time = now
if dt < 0.0 then
dt = 0.0
elseif dt > 0.1 then
dt = 0.1
end
update_camera(dt)
update_audio_controls()
local view = math3d.look_at(camera.eye, camera.center, camera.up)
local forward = forward_from_angles(camera.yaw, camera.pitch)
local center = {
camera.position[1] + forward[1],
camera.position[2] + forward[2],
camera.position[3] + forward[3],
}
local view = math3d.look_at(camera.position, center, world_up)
local projection = math3d.perspective(camera.fov, aspect, camera.near, camera.far)
return math3d.multiply(projection, view)
end