twn_draw.h: new camera api
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@ -1,8 +1,9 @@
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#include "twn_draw_c.h"
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#include "twn_draw.h"
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#include "twn_engine_context_c.h"
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#include "twn_camera.h"
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#include "twn_camera_c.h"
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#include "twn_types.h"
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#include "twn_vec.h"
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#include <SDL2/SDL.h>
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#include <stb_ds.h>
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@ -382,8 +383,39 @@ void render(void) {
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}
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void draw_camera(const Camera *const camera) {
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/* TODO: skip recaulculating if it's the same? */
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camera_projection_matrix = camera_perspective(camera);
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camera_look_at_matrix = camera_look_at(camera);
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void draw_camera(Vec3 position, float fov, Vec3 up, Vec3 direction) {
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Camera const camera = {
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.fov = fov,
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.pos = position,
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.target = direction,
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.up = up,
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};
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camera_projection_matrix = camera_perspective(&camera);
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camera_look_at_matrix = camera_look_at(&camera);
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}
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/* TODO: https://stackoverflow.com/questions/62493770/how-to-add-roll-in-camera-class */
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DrawCameraFromPrincipalAxesResult draw_camera_from_principal_axes(Vec3 position, float fov, float roll, float pitch, float yaw) {
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(void)roll;
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float yawc, yaws, pitchc, pitchs;
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sincosf(yaw, &yaws, &yawc);
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sincosf(pitch, &pitchs, &pitchc);
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Camera const camera = {
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.fov = fov,
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.pos = position,
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.target = m_vec_norm(((Vec3){
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yawc * pitchc,
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pitchs,
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yaws * pitchc,
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})),
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.up = (Vec3){0, 1, 0},
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};
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camera_projection_matrix = camera_perspective(&camera);
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camera_look_at_matrix = camera_look_at(&camera);
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return (DrawCameraFromPrincipalAxesResult) {
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.direction = camera.target,
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.up = camera.up,
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};
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}
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@ -1,4 +1,4 @@
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#include "twn_camera.h"
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#include "twn_camera_c.h"
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#include "twn_vec.h"
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#include "twn_engine_context_c.h"
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21
src/twn_camera_c.h
Normal file
21
src/twn_camera_c.h
Normal file
@ -0,0 +1,21 @@
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#ifndef TWN_CAMERA_H
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#define TWN_CAMERA_H
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#include "twn_types.h"
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/* TODO: make it cached? */
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/* for example, perspective matrix only needs recaluclation on FOV change */
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/* first person camera class */
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typedef struct Camera {
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Vec3 pos; /* eye position */
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Vec3 target; /* normalized target vector */
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Vec3 up; /* normalized up vector */
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float fov; /* field of view, in radians */
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} Camera;
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Matrix4 camera_look_at(const Camera *camera);
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Matrix4 camera_perspective(const Camera *const camera);
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#endif
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@ -17,8 +17,8 @@
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typedef struct Texture {
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Rect srcrect; /* position in atlas */
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SDL_Surface *data; /* original image data */
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Rect srcrect; /* position in atlas */
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SDL_Surface *data; /* original image data */
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int atlas_index;
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GPUTexture loner_texture; /* stored directly for loners, == 0 means atlas_index should be used */
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GPUTexture repeating_texture; /* separately allocated Texture, for loners == loner_texture */
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