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authorAaditya Dhruv <[email protected]>2026-01-28 14:20:23 -0600
committerAaditya Dhruv <[email protected]>2026-01-28 14:20:23 -0600
commit17d2d2589694030f79f2a37732d72d4e433fd745 (patch)
tree918cc9f51276c7401c273fe05ad12d10edfaa40f /src/camera.c
parent77dddef4153688218bec0b50f547622daa18903d (diff)
Add camera handling and movement
Camera related movements have been moved to camera.c - it tracks the matrices as well so we don't have to call it in block_update The player class is empty right now, but the camera will be a child of the player, and the player a child of the engine
Diffstat (limited to 'src/camera.c')
-rw-r--r--src/camera.c44
1 files changed, 44 insertions, 0 deletions
diff --git a/src/camera.c b/src/camera.c
new file mode 100644
index 0000000..e409b06
--- /dev/null
+++ b/src/camera.c
@@ -0,0 +1,44 @@
+#include "camera.h"
+#include "cglm/cam.h"
+#include "cglm/io.h"
+#include "cglm/mat4.h"
+#include "cglm/vec3.h"
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+
+void camera_init(struct camera** camera) {
+ struct camera* cam = malloc(sizeof(struct camera));
+ memset(cam, 0, sizeof(struct camera));
+ vec3 camera_direction = { 0.0f, -1.0f, -5.0f };
+ vec3 camera_up = { 0.0f, 1.0f, 0.0f };
+ memcpy(cam->direction, camera_direction, sizeof(vec3));
+ memcpy(cam->up, camera_up, sizeof(vec3));
+ glm_mat4_identity(cam->view);
+ glm_mat4_identity(cam->perspective);
+ cam->fov = glm_rad(45.0f);
+ *camera = cam;
+}
+void camera_set_position(struct camera* camera, vec3 pos) {
+ memcpy(camera->position, pos, sizeof(vec3));
+}
+
+void camera_update(struct camera* camera, struct shader* shader) {
+ // vec3 camera = { 8.0f, 10.0f, 15.0f };
+ // vec3 cam_pivot = { 8.0f, 0.0f, -8.0f };
+ glm_look(camera->position, camera->direction, camera->up, camera->view);
+ // glm_lookat(camera, cam_pivot, axis_y, blk->view);
+ // glm_rotate_at(blk->view, cam_pivot, angle, axis_y);
+ // Projection (perspective) matrix
+ glm_perspective(camera->fov, 800.0f / 600.0f, 0.1f, -10.0f, camera->perspective);
+ set_uniform_mat4("view", shader, camera->view);
+ set_uniform_mat4("perspective", shader, camera->perspective);
+ // fprintf(stderr, "==== Block View ====\n");
+ // glm_mat4_print(camera->view, stderr);
+ // fprintf(stderr, "==== Block Perspective ====\n");
+ // glm_mat4_print(camera->perspective, stderr);
+}
+
+void camera_move(struct camera *camera, float *move) {
+ glm_vec3_add(camera->position, move, camera->position);
+}