#include "camera.h" #include Matrix4 get_camera_view_matrix(Camera *camera, Render_Data *render_data) { f32 azimuth_radians = glm::radians(render_data->view_azimuth); f32 elevation_radians = glm::radians(render_data->view_elevation); f32 sin_azimuth = glm::sin(azimuth_radians); f32 cos_azimuth = glm::cos(azimuth_radians); f32 sin_elevation = glm::sin(elevation_radians); f32 cos_elevation = glm::cos(elevation_radians); camera->view_direction = glm::normalize(Vector3(sin_azimuth * cos_elevation, sin_elevation, -cos_azimuth * cos_elevation)); Matrix4 look_at = glm::lookAt(camera->world_position, camera->world_position + camera->view_direction, camera->world_up_vector); return look_at; }