#pragma once
+
#include "vg_m.h"
typedef struct vg_camera vg_camera;
-struct vg_camera{
+struct vg_camera
+{
/* Input */
v3f angles;
v3f pos;
mtx_prev;
};
-static void vg_camera_lerp_angles( v3f a, v3f b, f32 t, v3f d ){
- d[0] = vg_alerpf( a[0], b[0], t );
- d[1] = vg_lerpf( a[1], b[1], t );
- d[2] = vg_lerpf( a[2], b[2], t );
-}
+void vg_camera_lerp_angles( v3f a, v3f b, f32 t, v3f d );
/* lerp position, fov, and angles */
-static void vg_camera_lerp( vg_camera *a, vg_camera *b, f32 t, vg_camera *d ){
- v3_lerp( a->pos, b->pos, t, d->pos );
- vg_camera_lerp_angles( a->angles, b->angles, t, d->angles );
- d->fov = vg_lerpf( a->fov, b->fov, t );
-}
-
-static void vg_camera_copy( vg_camera *a, vg_camera *d ){
- v3_copy( a->pos, d->pos );
- v3_copy( a->angles, d->angles );
- d->fov = a->fov;
-}
-
-static void vg_m4x3_transform_camera( m4x3f m, vg_camera *cam ){
- m4x3_mulv( m, cam->pos, cam->pos );
-
- v3f v0;
- v3_angles_vector( cam->angles, v0 );
- m3x3_mulv( m, v0, v0 );
- v3_normalize( v0 );
- v3_angles( v0, cam->angles );
-}
+void vg_camera_lerp( vg_camera *a, vg_camera *b, f32 t, vg_camera *d );
+void vg_camera_copy( vg_camera *a, vg_camera *d );
+void vg_m4x3_transform_camera( m4x3f m, vg_camera *cam );
/*
* 1) [angles, pos] -> transform
*/
-static void vg_camera_update_transform( vg_camera *cam ){
- v4f qyaw, qpitch, qcam;
- q_axis_angle( qyaw, (v3f){ 0.0f, 1.0f, 0.0f }, -cam->angles[0] );
- q_axis_angle( qpitch, (v3f){ 1.0f, 0.0f, 0.0f }, -cam->angles[1] );
-
- q_mul( qyaw, qpitch, qcam );
- q_m3x3( qcam, cam->transform );
- v3_copy( cam->pos, cam->transform[3] );
-}
+void vg_camera_update_transform( vg_camera *cam );
/*
* 2) [transform] -> transform_inverse, view matrix
*/
-static void vg_camera_update_view( vg_camera *cam ){
- m4x4_copy( cam->mtx.v, cam->mtx_prev.v );
- m4x3_invert_affine( cam->transform, cam->transform_inverse );
- m4x3_expand( cam->transform_inverse, cam->mtx.v );
-}
+void vg_camera_update_view( vg_camera *cam );
/*
* 3) [fov,nearz,farz] -> projection matrix
*/
-static void vg_camera_update_projection( vg_camera *cam ){
- m4x4_copy( cam->mtx.p, cam->mtx_prev.p );
- m4x4_projection( cam->mtx.p, cam->fov,
- (float)vg.window_x / (float)vg.window_y,
- cam->nearz, cam->farz );
-}
+void vg_camera_update_projection( vg_camera *cam );
/*
* 4) [projection matrix, view matrix] -> previous pv, new pv
*/
-static void vg_camera_finalize( vg_camera *cam ){
- m4x4_copy( cam->mtx.pv, cam->mtx_prev.pv );
- m4x4_mul( cam->mtx.p, cam->mtx.v, cam->mtx.pv );
-}
+void vg_camera_finalize( vg_camera *cam );