Add base camera
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17
src/camera.cpp
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17
src/camera.cpp
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#include "camera.h"
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Matrix4 get_camera_view_matrix(Camera *camera, Render_Data *render_data) {
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f32 azimimuth_radians = glm::radians(render_data.view_azimuth);
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f32 elevation_radians = glm::radians(render_data.view_elevation);
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f32 sin_azimuth = glm::sin(azimuth_radians);
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f32 cos_azimuth = glm::cos(azimuth_radians);
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f32 sin_elevation = glm::sin(elevation_radians);
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f32 cos_elevation = glm::cos(elevation_radians);
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camera->view_direction = glm::normalize(Vector3(sin_azimuth * cos_elevation, sin_elevation, -cos_azimuth * cos_elevation));
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Matrix4 look_at = glm::lookAt(camera->world_position, camera->world_position + camera->view_direction, camera->word_up_vector);
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return look_at;
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}
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15
src/camera.h
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15
src/camera.h
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#pragma once
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#include "basic.h"
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#include <glm/glm.hpp>
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#include "renderer.h"
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#include "render_data.h"
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struct Camera {
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Vector3 world_position = Vector3(0.5f, 0.25f, 1.0f);
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Vector3 view_direction = Vector3(0.0f, 0.0f, 0.0f);
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Vector3 world_up_vector = Vector3(0.0f, 1.0f, 0.0f);
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};
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Matrix4 get_camera_view_matrix(Camera *camera, Render_Data *render_data);
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@ -24,4 +24,7 @@ struct Render_Data {
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f32 user_interface_generate_time = 0.0f;
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bool use_alt_shader = false;
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s32 field_of_view = 90;
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f32 view_azimuth = 320.0f;
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f32 view_elevation = -15.0f;
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};
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@ -7,6 +7,7 @@
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#include <glm/gtc/type_ptr.hpp>
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#include "render_data.h"
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#include "user_interface.h"
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#include "camera.h"
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#include "timer.h"
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