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