Define lookat() function for computing view matrices
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59f584d1d4
commit
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1 file changed
+50
-3
@@ -106,10 +106,39 @@ key_callback(GLFWwindow *window, int key, int scancode, int action, int mods)
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}
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}
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static vec3_t sub(vec3_t v, vec3_t u)
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{
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return (vec3_t) { v.x - u.x, v.y - u.y, v.z - u.z };
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}
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static float len(vec3_t v)
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{
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return sqrtf(v.x * v.x + v.y * v.y + v.z * v.z);
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}
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static vec3_t norm(vec3_t v)
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{
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const float s = len(v);
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return (vec3_t) { v.x / s, v.y / s, v.z / s };
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}
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static float dot(vec3_t v, vec3_t u)
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{
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return v.x * u.x + v.y * u.y + v.z * u.z;
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}
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static vec3_t cross(vec3_t v, vec3_t u)
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{
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return (vec3_t) {
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v.y * u.z - v.z * u.y,
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v.z * u.x - v.x * u.z,
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v.x * u.y - v.y * u.x,
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};
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}
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static mat4_t mul(mat4_t m, mat4_t n)
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{
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#define ELEM(i, j) \
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m.x.i *n.j.x + m.y.i *n.j.y + m.z.i *n.j.z + m.w.i *n.j.w
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#define ELEM(i, j) m.x.i *n.j.x + m.y.i *n.j.y + m.z.i *n.j.z + m.w.i *n.j.w
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return (mat4_t) {
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{ ELEM(x, x), ELEM(y, x), ELEM(z, x), ELEM(w, x) },
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{ ELEM(x, y), ELEM(y, y), ELEM(z, y), ELEM(w, y) },
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@@ -119,6 +148,22 @@ static mat4_t mul(mat4_t m, mat4_t n)
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#undef MUL_ELEM
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}
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static mat4_t lookat(vec3_t cam, vec3_t tgt, vec3_t up)
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{
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const vec3_t s = sub(tgt, cam);
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const vec3_t s_hat = norm(s);
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const vec3_t u_hat = norm(cross(up, s_hat));
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const vec3_t v_hat = cross(s_hat, u_hat);
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return (mat4_t) {
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{ u_hat.x, v_hat.x, s_hat.x, 0 },
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{ u_hat.y, v_hat.y, s_hat.y, 0 },
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{ u_hat.z, v_hat.z, s_hat.z, 0 },
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{ -dot(u_hat, cam), -dot(v_hat, cam), -dot(s_hat, cam), 1 },
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};
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}
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static mat4_t persp(float aspect, float fov, float ncp, float fcp)
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{
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const float r = 2 * ncp * tanf(fov / 2);
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@@ -155,9 +200,11 @@ int main()
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gpu_ctx_t gpu;
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gpu_init(&gpu, &gpu_config);
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const vec3_t cam = { 2, 2, -2 };
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const vec3_t tgt = { 0, 0, 0 };
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mvp_t mvp = {
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.model = SCALE(2),
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.view = TRANSLATE(0, 0, 4.0),
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.view = lookat(cam, tgt, (vec3_t) { 0, 1, 0 }),
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.proj = persp((float)W / H, M_PI / 6, 0.1, 10.0),
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};
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