#include "twn_camera.h" #include "twn_engine_context_c.h" #include #define CAMERA_NEAR_Z 0.1f #define CAMERA_FAR_Z 100.0f t_matrix4 camera_look_at(const t_camera *const camera) { /* from cglm */ const t_fvec3 r = m_vec_norm(m_vec_cross(camera->target, camera->up)); const t_fvec3 u = m_vec_cross(r, camera->target); t_matrix4 result; result.row[0].x = r.x; result.row[0].y = u.x; result.row[0].z = -camera->target.x; result.row[1].x = r.y; result.row[1].y = u.y; result.row[1].z = -camera->target.y; result.row[2].x = r.z; result.row[2].y = u.z; result.row[2].z = -camera->target.z; result.row[3].x = -m_vec_dot(r, camera->pos); result.row[3].y = -m_vec_dot(u, camera->pos); result.row[3].z = m_vec_dot(camera->target, camera->pos); result.row[0].w = result.row[1].w = result.row[2].w = 0.0f; result.row[3].w = 1.0f; return result; } t_matrix4 camera_perspective(const t_camera *const camera) { /* from cglm */ t_matrix4 result = {0}; const float aspect = RENDER_BASE_RATIO; const float f = 1.0f / tanf(camera->fov * 0.5f); const float fn = 1.0f / (CAMERA_NEAR_Z - CAMERA_FAR_Z); result.row[0].x = f / aspect; result.row[1].y = f; result.row[2].z = (CAMERA_NEAR_Z + CAMERA_FAR_Z) * fn; result.row[2].w = -1.0f; result.row[3].z = 2.0f * CAMERA_NEAR_Z * CAMERA_FAR_Z * fn; return result; }