19 lines
747 B
C++

#include "camera.h"
#include <glm/ext/matrix_transform.hpp>
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;
}