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Camera initcam(V3 pos, F32 fov, F32 near, F32 far, F32 yaw, F32 pitch, F32 roll)
{
Camera c = {
.pos = pos,
.fov = fov,
.near = near,
.far = far,
.yaw = yaw,
.pitch = pitch,
.roll = roll,
};
return c;
}
MAT4 getfpviewmat(Camera *c)
{
MAT4 v;
v = translmat4(MAT4_IDENTITY, invv3(c->pos));
v = rotatemat4(v, v3(c->pitch, c->yaw, c->roll));
return v;
}
void getfpvecs(Camera *c, V3 *l, 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);
*l = 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 lookat(Camera c, V3 t, V3 wup)
{
V3 f, r, u;
MAT4 transl, rotate, res;
f = normv3(subv3(c.pos, t));
r = normv3(crossv3(wup, f));
u = crossv3(f, r);
transl = translmat4(MAT4_IDENTITY, invv3(c.pos));
rotate = transpmat4(rotateaxismat4(r, u, f));
res = mulmat4(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;
}
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