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-rw-r--r--src/core/camera.c90
1 files changed, 0 insertions, 90 deletions
diff --git a/src/core/camera.c b/src/core/camera.c
deleted file mode 100644
index 77ddad6..0000000
--- a/src/core/camera.c
+++ /dev/null
@@ -1,90 +0,0 @@
-#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
-}