183 lines
4.4 KiB
Odin
183 lines
4.4 KiB
Odin
package renderer
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import "core:math"
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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, right: [3]f32,
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near, far: f32,
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yaw, pitch, roll: f32,
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type: Camera_Type,
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}
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Camera_Type :: union {
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Camera_Perspective,
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Camera_Orthographic,
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}
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Camera_Perspective :: struct {
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fov_degrees: f32,
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}
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Camera_Orthographic :: struct {
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height: f32,
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}
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@(private) create_camera_base :: proc(
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renderer: ^Renderer,
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position: [3]f32,
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forward, up: [3]f32,
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near, far: f32,
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type: Camera_Type,
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yaw: f32 = 0, pitch: f32 = 0, roll: f32 = 0
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) -> Camera
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{
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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.near = near
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c.far = far
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c.type = type
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c.yaw = yaw
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c.pitch = pitch
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c.roll = roll
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assert(c.forward != {})
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assert(c.up != {})
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assert(c.near > 0)
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assert(c.far > 0)
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return c
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}
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create_camera_perspective :: proc(
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renderer: ^Renderer,
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position: [3]f32,
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forward, up: [3]f32,
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near, far: f32,
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fov_degrees: f32,
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yaw: f32 = 0, pitch: f32 = 0, roll: f32 = 0
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) -> Camera
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{
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assert(fov_degrees > 0)
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assert(near > 0)
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assert(far > 0)
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return create_camera_base(
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renderer, position, forward, up,
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near, far,
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Camera_Perspective {
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fov_degrees = fov_degrees,
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},
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yaw, pitch, roll
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)
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}
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create_camera_orthographic :: proc(
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renderer: ^Renderer,
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position: [3]f32,
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forward, up: [3]f32,
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near, far: f32,
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height: f32,
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yaw: f32 = 0, pitch: f32 = 0, roll: f32 = 0
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) -> Camera
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{
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assert(height > 0)
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return create_camera_base(
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renderer, position, forward, up,
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near, far,
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Camera_Orthographic {
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height = height,
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},
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yaw, pitch, roll
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)
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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.MATRIX4F32_IDENTITY
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view_matrix *= linalg.matrix4_look_at_f32(camera.position, center, camera.up, flip_z_axis = true)
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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.MATRIX4F32_IDENTITY
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switch t in camera.type {
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case Camera_Perspective: {
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projection_matrix *= linalg.matrix4_perspective(
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linalg.to_radians(f32(t.fov_degrees)),
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get_aspect_ratio(renderer, .Render),
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camera.near,
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camera.far,
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flip_z_axis = true,
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)
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}
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case Camera_Orthographic: {
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half_h := t.height / 2
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half_w := half_h * get_aspect_ratio(renderer, .Render)
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projection_matrix *= linalg.matrix_ortho3d(
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-half_w, half_w,
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-half_h, half_h,
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camera.near,
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camera.far,
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flip_z_axis = true,
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)
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}
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}
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return projection_matrix, true
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}
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rotate_camera :: proc(camera: ^Camera, yaw, pitch, roll: f32) {
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new_yaw := camera.yaw + yaw
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new_pitch := camera.pitch + pitch
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new_roll := camera.roll + roll
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set_camera_rotation(camera, new_yaw, new_pitch, new_roll)
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}
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set_camera_rotation :: proc(camera: ^Camera, yaw, pitch, roll: f32) {
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camera.yaw = yaw
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camera.pitch = pitch
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camera.roll = roll
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pitch_rad := linalg.to_radians(camera.pitch)
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yaw_rad := linalg.to_radians(camera.yaw)
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roll_rad := linalg.to_radians(camera.roll)
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camera.forward = [3]f32{
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math.cos(pitch_rad) * math.cos(yaw_rad),
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math.sin(pitch_rad),
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math.cos(pitch_rad) * math.sin(yaw_rad),
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}
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WORLD_UP :: [3]f32{0, 1, 0}
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camera.right = linalg.normalize(linalg.cross(camera.forward, WORLD_UP))
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camera.up = linalg.normalize(linalg.cross(camera.right, camera.forward))
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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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assert(renderer != nil)
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return renderer.active_camera
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} |