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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;
}
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