Reshuffled

This commit is contained in:
2021-04-19 21:30:34 +10:00
parent eca6c56d00
commit 365a57ff5a
45 changed files with 218 additions and 140 deletions

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// Copyright (c) 2021 Dominic Msters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include <cglm/cglm.h>
#include <malloc.h>
/** The math for the camera is stored here. */
typedef struct {
/** View Matrix (Where the camera looks) */
mat4 view;
/** Projection Matrix (How the camera looks) */
mat4 projection;
} camera_t;
/**
* Create a new camera instance.
*
* @return A new camera instance.
*/
camera_t * cameraCreate();
/**
* Cleanup a previously created camera
*
* @param camera Camera instance to dispose.
*/
void cameraDispose(camera_t *camera);
/**
* Make a camera look at a position in world space while itself being positioned
* within world space.
*
* @param camera The camera to position.
* @param x The X position in world space of the camera.
* @param y The Y position in world space of the camera.
* @param z The Z position in world space of the camera.
* @param targetX The Target X position in world space of the camera.
* @param targetY The Target Y position in world space of the camera.
* @param targetZ The Target Z position in world space of the camera.
*/
void cameraLookAt(camera_t *camera,
float x, float y, float z, float targetX, float targetY, float targetZ
);
/**
* Make a camera look in a direction based on a rotation direction.
*
* @param camera The camera to position.
* @param x The X position in world space of the camera.
* @param y The Y position in world space of the camera.
* @param z The Z position in world space of the camera.
* @param pitch The pitch of the camera.
* @param yaw The yaw of the camera.
* @param roll The roll of the camera.
*/
void cameraLook(camera_t *camera,
float x, float y, float z,
float pitch, float yaw, float roll
);
/**
* Make a camera's projection be a 3D Perspective view.
*
* @param camera The camera to project.
* @param fov The field of view of the camera.
* @param aspect The aspect ratio of the camera (w / h)
* @param near The near plane clip.
* @param far the far plane clip.
*/
void cameraPerspective(camera_t *camera,
float fov, float aspect, float near, float far
);
/**
* Defines an orthorgonal camera matrix.
*
* @param camera Camera to position.
* @param left The left side of the viewport.
* @param right The right side of the viewport.
* @param bottom The bottom side of the viewport.
* @param near The near plane clip.
* @param far the far plane clip.
*/
void cameraOrtho(camera_t *camera,
float left, float right, float bottom, float top, float near, float far
);