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#include "camera.h"
void honey_camera_new(honey_camera* camera,
vec3 position,
vec3 angle,
enum honey_camera_projection projection_type,
float aspect_ratio,
float near, float far,
float fov,
float left, float right, float top, float bottom) {
glm_vec3_copy(position, camera->position);
glm_vec3_copy(angle, camera->angle);
camera->projection_type = projection_type;
camera->aspect_ratio = aspect_ratio;
camera->near = near;
camera->far = far;
if (projection_type == HONEY_PERSPECTIVE) {
camera->fov = fov;
}
else if (projection_type == HONEY_ORTHOGRAPHIC) {
camera->ortho_left = left;
camera->ortho_right = right;
camera->ortho_top = top;
camera->ortho_bottom = bottom;
}
honey_camera_calculate_view(camera);
honey_camera_calculate_projection(camera);
}
/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
void honey_camera_new_perspective(honey_camera* camera,
vec3 position,
vec3 angle,
float aspect_ratio,
float near, float far,
float fov) {
honey_camera_new(camera,
position, angle,
HONEY_PERSPECTIVE,
aspect_ratio, near, far, fov,
0, 0, 0, 0);
}
/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
void honey_camera_new_orthographic(honey_camera* camera,
vec3 position,
vec3 angle,
float near, float far,
float left, float right, float top, float bottom) {
honey_camera_new(camera,
position, angle,
HONEY_ORTHOGRAPHIC,
0,
near, far,
0,
left, right, top, bottom);
}
/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
void honey_camera_calculate_look_direction(honey_camera* camera) {
float pitch = camera->angle[0];
float yaw = camera->angle[1];
float x = cos(pitch) * cos(yaw);
float y = sin(pitch);
float z = cos(pitch) * sin(yaw);
camera->look_direction[0] = x;
camera->look_direction[1] = y;
camera->look_direction[2] = z;
}
/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
void honey_camera_calculate_up(honey_camera* camera) {
float pitch = camera->angle[0];
float yaw = camera->angle[1];
float roll = camera->angle[2];
camera->up[0] = 0;
camera->up[1] = 1;
camera->up[2] = 0;
mat3 rot3;
mat4 rot4;
glm_mat4_identity(rot4);
glm_rotate(rot4, roll, camera->look_direction);
glm_mat4_pick3(rot4, rot3);
glm_mat3_mulv(rot3, camera->up, camera->up);
}
/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
void honey_camera_calculate_right(honey_camera* camera) {
glm_vec3_cross(camera->up, camera->look_direction, camera->right);
}
/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
void honey_camera_calculate_view(honey_camera* camera) {
honey_camera_calculate_look_direction(camera);
honey_camera_calculate_up(camera);
honey_camera_calculate_right(camera);
glm_look(camera->position, camera->look_direction, camera->up, camera->view);
}
/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
void honey_camera_calculate_projection(honey_camera* camera) {
if (camera->projection_type == HONEY_PERSPECTIVE) {
glm_mat4_identity(camera->projection);
glm_perspective(camera->fov,
camera->aspect_ratio,
camera->near,
camera->far,
camera->projection);
}
else if (camera->projection_type == HONEY_ORTHOGRAPHIC) {
glm_mat4_identity(camera->projection);
glm_ortho(camera->ortho_left,
camera->ortho_right,
camera->ortho_bottom,
camera->ortho_top,
camera->near,
camera->far,
camera->projection);
}
}
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