#include "camera.h" #include "cglm/cam.h" #include "cglm/io.h" #include "config.h" #include "cglm/mat4.h" #include "cglm/util.h" #include "cglm/vec3.h" #include #include #include 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, SCREEN_WIDTH / SCREEN_HEIGHT, 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, enum DIRECTION move) { vec3 unit_direction = { 0 }; glm_normalize_to(camera->direction, unit_direction); if (move == FORWARD) { // Do nothing, we move in unit_direction direction } else if (move == BACKWARD) { // Go in the reverse direction vec3 neg = { -1.0f, -1.0f, -1.0f }; glm_vec3_mul(neg, unit_direction, unit_direction); } else if (move == LEFT) { // Right hand rule - this will be on the left (negative) glm_vec3_crossn(camera->up, unit_direction, unit_direction); } else if (move == RIGHT) { // Right hand rule - this will be on the righ (positive) glm_vec3_crossn(unit_direction, camera->up, unit_direction); } float scale = 0.8f; glm_vec3_scale(unit_direction, scale, unit_direction); glm_vec3_add(camera->position, unit_direction, camera->position); } void camera_rotate(struct camera* camera, vec2 offset) { vec3 axis = { 0 }; float rot_angle = glm_rad(1); glm_vec3_crossn(camera->direction, camera->up, axis); // Up and down rotation (pitch) glm_vec3_rotate(camera->direction, -rot_angle * offset[1], axis); // Left and right rotation (yaw) glm_vec3_rotate(camera->direction, -rot_angle * offset[0], camera->up); }