diff options
Diffstat (limited to 'archive/src/core/camera.c')
-rw-r--r-- | archive/src/core/camera.c | 90 |
1 files changed, 90 insertions, 0 deletions
diff --git a/archive/src/core/camera.c b/archive/src/core/camera.c new file mode 100644 index 0000000..77ddad6 --- /dev/null +++ b/archive/src/core/camera.c @@ -0,0 +1,90 @@ +#include "camera.h" + +#include "input.h" +#include "keys.h" +#include "maths.h" + +#define CAMERA_SPEED 0.2 +#define CAMERA_SENSITIVITY 0.5 + +Camera Camera_Create(Vec3 pos, Vec3 front, Vec3 up, f32 fov) { + Camera c = { .position = pos, .front = front, .up = up, .fov = fov }; + return c; +} + +Mat4 Camera_ViewProj(Camera* c, f32 lens_height, f32 lens_width, Mat4* out_view, Mat4* out_proj) { + Mat4 proj = mat4_perspective(c->fov, lens_width / lens_height, 0.1, 1000.0); + Vec3 camera_direction = vec3_add(c->position, c->front); + Mat4 view = mat4_look_at(c->position, camera_direction, c->up); + if (out_view) { + *out_view = view; + } + if (out_proj) { + *out_proj = proj; + } + return mat4_mult(view, proj); +} + +void FlyCamera_Update(Camera* camera) { + static f32 yaw = 0.0; + static f32 pitch = 0.0; + + // Keyboard + f32 speed = CAMERA_SPEED; + Vec3 horizontal = vec3_cross(camera->front, camera->up); + if (key_is_pressed(KEYCODE_A) || key_is_pressed(KEYCODE_KEY_LEFT)) { + Vec3 displacement = vec3_mult(horizontal, -speed); + camera->position = vec3_add(camera->position, displacement); + } + if (key_is_pressed(KEYCODE_D) || key_is_pressed(KEYCODE_KEY_RIGHT)) { + Vec3 displacement = vec3_mult(horizontal, speed); + camera->position = vec3_add(camera->position, displacement); + } + if (key_is_pressed(KEYCODE_W) || key_is_pressed(KEYCODE_KEY_UP)) { + Vec3 displacement = vec3_mult(camera->front, speed); + camera->position = vec3_add(camera->position, displacement); + } + if (key_is_pressed(KEYCODE_S) || key_is_pressed(KEYCODE_KEY_DOWN)) { + Vec3 displacement = vec3_mult(camera->front, -speed); + camera->position = vec3_add(camera->position, displacement); + } + if (key_is_pressed(KEYCODE_Q)) { + Vec3 displacement = vec3_mult(camera->up, speed); + camera->position = vec3_add(camera->position, displacement); + } + if (key_is_pressed(KEYCODE_E)) { + Vec3 displacement = vec3_mult(camera->up, -speed); + camera->position = vec3_add(camera->position, displacement); + } + + // Mouse + if (MouseBtn_Held(MOUSEBTN_LEFT)) { + mouse_state mouse = Input_GetMouseState(); + // printf("Delta x: %d Delta y %d\n",mouse.x_delta, mouse.y_delta ); + + f32 x_offset = mouse.x_delta; + f32 y_offset = -mouse.y_delta; + + f32 sensitivity = CAMERA_SENSITIVITY; // change this value to your liking + x_offset *= sensitivity; + y_offset *= sensitivity; + + yaw += x_offset; + pitch += y_offset; + + // make sure that when pitch is out of bounds, screen doesn't get flipped + if (pitch > 89.0f) pitch = 89.0f; + if (pitch < -89.0f) pitch = -89.0f; + + Vec3 front; + front.x = cos(deg_to_rad(yaw) * cos(deg_to_rad(pitch))); + front.y = sin(deg_to_rad(pitch)); + front.z = sin(deg_to_rad(yaw)) * cos(deg_to_rad(pitch)); + front = vec3_normalise(front); + camera->front.x = front.x; + camera->front.y = front.y; + camera->front.z = front.z; + } + + // TODO: Right mouse => pan in screen space +} |