Files
Dawn/src/display/camera.h

106 lines
3.1 KiB
C

// Copyright (c) 2021 Dominic Msters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "../libs.h"
#include "../util/math.h"
#include "matrix.h"
/** The math for the camera is stored here. */
typedef struct {
/** View Matrix (Where the camera looks) */
matrix_t view;
/** Projection Matrix (How the camera looks) */
matrix_t projection;
} camera_t;
typedef struct {
float x, y, z, lookX, lookY, lookZ;
} cameralookat_t;
/**
* 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
);
/**
* Shorthand for look at that uses the look struct.
*
* @param camera Camera to position.
* @param look Look vectors.
*/
void cameraLookAtStruct(camera_t *camera, cameralookat_t look);
/**
* 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 (in degrees).
* @param aspect The aspect ratio of the camera (w / h)
* @param camNear The near plane clip.
* @param camFar the far plane clip.
*/
void cameraPerspective(camera_t *camera,
float fov, float aspect, float camNear, float camFar
);
/**
* 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 camNear The near plane clip.
* @param camFar the far plane clip.
*/
void cameraOrtho(camera_t *camera,
float left, float right, float bottom, float top, float camNear, float camFar
);
/**
* Update a camera to orbit around a point.
*
* @param camera Camera to update
* @param distance Distance from the point
* @param yaw Yaw (Y axis) rotation.
* @param pitch Pitch (X/Z axis) rotation.
* @param targetX X point to orbit around.
* @param targetY Y point to orbit around.
* @param targetZ Z point to orbit around.
*/
void cameraOrbit(camera_t *camera,
float distance, float yaw, float pitch,
float targetX, float targetY, float targetZ
);