Added matrix

This commit is contained in:
2021-07-12 10:22:33 -07:00
parent 9bdd7057f2
commit 06a20a6f2e
11 changed files with 250 additions and 64 deletions

View File

@ -11,38 +11,28 @@ void cameraLookAt(camera_t *camera,
float x, float y, float z,
float targetX, float targetY, float targetZ
) {
glm_mat4_identity(camera->view);
glm_lookat(
(vec3){ x, y, z },
(vec3){ targetX, targetY, targetZ },
(vec3){ 0,1,0 },
camera->view
);
matrixIdentity(&camera->view);
matrixLookAt(&camera->view, x, y, z, targetX, targetY, targetZ, 0, 1, 0);
}
void cameraLook(camera_t *camera,
float x, float y, float z,
float pitch, float yaw, float roll
) {
glm_mat4_identity(camera->view);
glm_look(
(vec3){ x, y, z },
(vec3){ pitch, yaw, roll },
(vec3){ 0,1,0 },
camera->view
);
matrixIdentity(&camera->view);
matrixLook(&camera->view, x, y, z, pitch, yaw, roll, 0, 1, 0);
}
void cameraPerspective(camera_t *camera,
float fov, float aspect, float near, float far
) {
glm_mat4_identity(camera->projection);
glm_perspective(mathDeg2Rad(fov), aspect, near, far, camera->projection);
matrixIdentity(&camera->projection);
matrixPerspective(&camera->projection, mathDeg2Rad(fov), aspect, near, far);
}
void cameraOrtho(camera_t *camera,
float left, float right, float bottom, float top, float near, float far
) {
glm_mat4_identity(camera->projection);
glm_ortho(left, right, bottom, top, near, far, camera->projection);
matrixIdentity(&camera->projection);
matrixOrtho(&camera->projection, left, right, bottom, top, near, far);
}