#include "Camera.h" #include #include "string.h" #include "vectorial/simd4x4f.h" inline void Camera_Init(Camera* camera) { // clang-format off static float mtx_identity[16] = { 1.f, 0.f, 0.f, 0.f, 0.f, 1.f, 0.f, 0.f, 0.f, 0.f, 1.f, 0.f, 0.f, 0.f, 0.f, 1.f }; // clang-format on camera->near = 0.01; camera->far = 1000.0; camera->fov = 90 * M_PI / 180.f; camera->forward[0] = -1.f; camera->forward[1] = 0.f; camera->forward[2] = -1.f; camera->right[0] = 1.f; camera->right[1] = 0.f; camera->right[2] = 0.f; camera->up[0] = 0.f; camera->up[1] = 1.f; camera->up[2] = 0.f; camera->pos[0] = 2.f; camera->pos[1] = 1.2f; camera->pos[2] = 2.f; camera->vel[0] = 0.f; camera->vel[1] = 0.f; camera->vel[2] = 0.f; camera->heading = -45.0 * M_PI / 180.0f; camera->pitch = 10 * M_PI / 180.0f; memcpy(&camera->mtxView, &mtx_identity, sizeof(camera->mtxView)); Camera_CalcToMatrix(camera, &camera->mtxView); Camera_CalcFromMatrix(camera, &camera->mtxView); } void Camera_CalcFromMatrix(Camera* camera, float* mat) { simd4x4f mtx; simd4x4f_uload(&mtx, mat); camera->forward[0] = mtx.x[2]; camera->forward[1] = mtx.y[2]; camera->forward[2] = mtx.z[2]; camera->right[0] = mtx.x[0]; camera->right[1] = mtx.y[0]; camera->right[2] = mtx.z[0]; camera->heading = atan2(-camera->forward[2], camera->forward[0]); camera->pitch = asin(camera->forward[1]); simd4x4f rot_mat = mtx; rot_mat.w = simd4f_create(0.f, 0.f, 0.f, 1.f); simd4x4f_transpose_inplace(&rot_mat); simd4f eye; simd4x4f_matrix_point3_mul(&rot_mat, &mtx.w, &eye); camera->pos[0] = -simd4f_get_x(eye); camera->pos[1] = -simd4f_get_y(eye); camera->pos[2] = -simd4f_get_z(eye); // gLog ("ViewMat"); // gLog ("%f, %f, %f, %f", mtx->x[0], mtx->x[1], mtx->x[2], mtx->x[3]); // gLog ("%f, %f, %f, %f", mtx->y[0], mtx->y[1], mtx->y[2], mtx->y[3]); // gLog ("%f, %f, %f, %f", mtx->z[0], mtx->z[1], mtx->z[2], mtx->z[3]); // gLog ("%f, %f, %f, %f", mtx->w[0], mtx->w[1], mtx->w[2], mtx->w[3]); } void Camera_CalcToMatrix(Camera* camera, float* mat) { float sp = sin(camera->pitch); float cp = cos(camera->pitch); float ch = cos(camera->heading); float sh = sin(camera->heading); const float d = 10.0f; simd4f eye = simd4f_create (camera->pos[0], camera->pos[1], camera->pos[2], 1.f); simd4f forward = simd4f_create (-cp * ch, -sp, cp * sh, 0.f); simd4f right = simd4f_cross3 (forward, simd4f_create (0.f, 1.f, 0.f, 1.f)); simd4f up = simd4f_cross3(right, forward); simd4f center = simd4f_add(simd4f_mul(forward, simd4f_splat(d)), eye); camera->forward[0] = -simd4f_get_x(forward); camera->forward[1] = -simd4f_get_y(forward); camera->forward[2] = -simd4f_get_z(forward); camera->right[0] = simd4f_get_x(right); camera->right[1] = simd4f_get_y(right); camera->right[2] = simd4f_get_z(right); simd4x4f mtx; simd4x4f_lookat(&mtx, eye, center, up); simd4f_ustore4(mtx.x, mat); simd4f_ustore4(mtx.y, mat +4); simd4f_ustore4(mtx.z, mat +8); simd4f_ustore4(mtx.w, mat +12); } inline void Camera_Update( Camera* camera, int width, int height, float dt, float mouse_dx, float mouse_dy, float accel[3]) { assert(camera); assert((width > 0) && (height > 0)); const float w = (float) width; const float h = (float) height; simd4x4f proj; simd4x4f_perspective(&proj, camera->fov, w/h, camera->near, camera->far); simd4f_ustore4(proj.x, camera->mtxProj); simd4f_ustore4(proj.y, camera->mtxProj +4); simd4f_ustore4(proj.z, camera->mtxProj +8); simd4f_ustore4(proj.w, camera->mtxProj +12); if (mouse_dx != 0.f || mouse_dy != 0.f || accel != NULL) { const float mouse_sensitivity = 20.0f; camera->heading -= dt * mouse_dx * mouse_sensitivity * M_PI / 180.f; if (camera->heading < -M_PI) { camera->heading += M_PI * 2.f; } else if (camera->heading > M_PI) { camera->heading -= M_PI * 2.f; } camera->pitch += dt * mouse_dy * mouse_sensitivity * M_PI / 180.f; if (camera->pitch < -M_PI * 0.49) { camera->pitch = -M_PI * 0.49; } else if (camera->pitch > M_PI * 0.49) { camera->pitch = M_PI * 0.49; } for (int i = 0; i < 3; i++) { camera->vel[i] += dt * accel[0] * camera->forward[i] + dt * accel[2] * camera->right[i] + dt * accel[1] * camera->up[i]; camera->pos[i] += dt * camera->vel[i]; camera->vel[i] = camera->vel[i] * 0.1; } Camera_CalcToMatrix(camera, &camera->mtxView); } }