Files
renderer/camera.odin
2025-11-29 20:35:11 +01:00

62 lines
1.5 KiB
Odin

package renderer
import "core:math/linalg"
Camera :: struct {
position: [3]f32,
forward, up: [3]f32,
fov: f32,
near, far: f32,
yaw, pitch: f32,
}
create_camera :: proc(renderer: ^Renderer, position: [3]f32, forward, up: [3]f32, fov, near, far: f32) -> Camera {
c: Camera
c.position = position
c.forward = forward
c.up = up
c.fov = fov
c.near = near
c.far = far
assert(c.forward != {})
assert(c.up != {})
assert(fov > 0)
assert(near > 0)
assert(far > 0)
return c
}
get_camera_view_matrix :: proc(camera: ^Camera) -> (linalg.Matrix4f32, bool) {
if camera == nil {
return {}, false
}
center := camera.position + camera.forward
view_matrix := linalg.identity(linalg.Matrix4x4f32)
view_matrix *= linalg.matrix4_look_at_f32(camera.position, center, camera.up)
return view_matrix, true
}
get_camera_projection_matrix :: proc(renderer: ^Renderer, camera: ^Camera) -> (linalg.Matrix4f32, bool) {
if camera == nil {
return {}, false
}
projection_matrix := linalg.identity(linalg.Matrix4x4f32)
projection_matrix *= linalg.matrix4_perspective(camera.fov, get_aspect_ratio(renderer), camera.near, camera.far)
return projection_matrix, true
}
set_active_camera :: proc(renderer: ^Renderer, camera: ^Camera) {
renderer.active_camera = camera
}
get_active_camera :: proc(renderer: ^Renderer) -> ^Camera {
return renderer.active_camera
}