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authorpryazha <pryadeiniv@mail.ru>2025-03-19 08:46:04 +0500
committerpryazha <pryadeiniv@mail.ru>2025-03-19 08:46:04 +0500
commitb1389bad67cccd3da6815c2d5a436c177f09594b (patch)
tree393dee77b5faef3cfd6e78eda8ac07273cdcc85e /prge_camera.c
parent34821e9fefb0d7cbf9e72a2457b2901edbbe03bb (diff)
window, texture, model, camera and gui (silly button)
Diffstat (limited to 'prge_camera.c')
-rw-r--r--prge_camera.c103
1 files changed, 103 insertions, 0 deletions
diff --git a/prge_camera.c b/prge_camera.c
new file mode 100644
index 0000000..242b33d
--- /dev/null
+++ b/prge_camera.c
@@ -0,0 +1,103 @@
+Camera camera_init(V3 pos, F32 fov, F32 near, F32 far,
+ F32 yaw, F32 pitch, F32 roll)
+{
+ Camera c;
+
+ c.pos = pos;
+ c.fov = fov;
+ c.near = near;
+ c.far = far;
+ c.yaw = yaw;
+ c.pitch = pitch;
+ c.roll = roll;
+
+ return c;
+}
+
+MAT4 camera_get_view_matrix_first_person(Camera *c)
+{
+ MAT4 v;
+
+ v = mat4transl(MAT4_IDENTITY, v3inv(c->pos));
+ v = mat4rotate(v, v3(c->pitch, c->yaw, c->roll));
+
+ return v;
+}
+
+void camera_get_vectors_first_person(Camera *c, V3 *r, V3 *u, V3 *f)
+{
+ F32 angle, cp, sp, cy, sy, cr, sr;
+
+ angle = DEG2RAD*c->pitch;
+ cp = f32cos(angle);
+ sp = f32sin(angle);
+ angle = DEG2RAD*c->yaw;
+ cy = f32cos(angle);
+ sy = f32sin(angle);
+ angle = DEG2RAD*c->roll;
+ cr = f32cos(angle);
+ sr = f32sin(angle);
+
+ *r = v3(cy*cr, -cy*sr, sy);
+ *u = v3(sp*sy*cr+cp*sr, -sp*sy*sr+cp*cr, -sp*cy);
+ *f = v3(-cp*sy*cr+sp*sr, cp*sy*sr+sp*cr, cp*cy);
+}
+
+MAT4 camera_look_at(Camera c, V3 t, V3 wup)
+{
+ V3 f, r, u;
+ MAT4 transl, rotate, res;
+
+ f = v3norm(v3sub(c.pos, t));
+ r = v3norm(v3cross(wup, f));
+ u = v3cross(f, r);
+
+ transl = mat4transl(MAT4_IDENTITY, v3inv(c.pos));
+ rotate = mat4transp(mat4_change_basis(r, u, f));
+ res = mat4mul(rotate, transl);
+
+ return res;
+}
+
+MAT4 ortho(F32 l, F32 r, F32 b, F32 t, F32 n, F32 f)
+{
+ MAT4 res;
+
+ res = MAT4_IDENTITY;
+ res.m0.x = 2.0f/(r-l);
+ res.m1.y = 2.0f/(t-b);
+ res.m2.z = -2.0f/(f-n);
+ res.m3.x = -(r+l)/(r-l);
+ res.m3.y = -(t+b)/(t-b);
+ res.m3.z = -(f+n)/(f-n);
+
+ return res;
+}
+
+MAT4 persp(F32 fov, F32 ar, F32 n, F32 f)
+{
+ F32 r, t;
+ MAT4 res;
+
+ r = n*f32tan(fov/2.0f*DEG2RAD);
+ t = r/ar;
+
+ res = MAT4_IDENTITY;
+ res.m0.x = n/r;
+ res.m1.y = n/t;
+ res.m2.z = -(f+n)/(f-n);
+ res.m2.w = -1.0f;
+ res.m3.z = (-2.0f*f*n)/(f-n);
+ res.m3.w = 0.0f;
+
+ return res;
+}
+
+MAT4 camera_persp(Camera c, F32 ar)
+{
+ MAT4 res;
+
+ res = persp(c.fov, ar, c.near, c.far);
+
+ return res;
+}