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/**
* @file camera.c
* @author Omniscient
* @brief Camera movement
*
* @copyright Copyright (c) 2024
*/
#include <celeritas.h>
mat4 camera_view_proj(camera camera, f32 lens_height, f32 lens_width, mat4* out_view, mat4* out_proj) {
mat4 projection_matrix = mat4_perspective(camera.fov, lens_width / lens_height, 0.1, 1000.0);
// TODO: store near/far on camera rather than hard-coding here.
vec3 camera_direction = vec3_add(camera.position, camera.forwards);
mat4 view_matrix = mat4_look_at(camera.position, camera_direction, camera.up);
if (out_view) *out_view = view_matrix;
if (out_proj) *out_proj = projection_matrix;
return mat4_mult(view_matrix, projection_matrix);
}
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