2026-03-19 22:41:39 +00:00

117 lines
3.1 KiB
C

#pragma once
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
struct Camera {
glm::vec3 position;
glm::vec3 front;
glm::vec3 up;
glm::vec3 right;
glm::vec3 world_up;
float yaw; // horizontal angle, degrees
float pitch; // vertical angle, degrees
float fov;
float speed;
float sensitivity;
// Mouse state
float last_x, last_y;
bool first_mouse;
bool cursor_captured;
};
inline Camera camera_init(glm::vec3 position, float scr_width, float scr_height) {
Camera c;
c.position = position;
c.world_up = glm::vec3(0.0f, 1.0f, 0.0f);
c.yaw = -90.0f; // face -Z by default
c.pitch = -20.0f;
c.fov = 60.0f;
c.speed = 5.0f;
c.sensitivity = 0.1f;
c.last_x = scr_width * 0.5f;
c.last_y = scr_height * 0.5f;
c.first_mouse = true;
c.cursor_captured = false;
// Compute initial vectors from yaw/pitch
glm::vec3 front;
front.x = cos(glm::radians(c.yaw)) * cos(glm::radians(c.pitch));
front.y = sin(glm::radians(c.pitch));
front.z = sin(glm::radians(c.yaw)) * cos(glm::radians(c.pitch));
c.front = glm::normalize(front);
c.right = glm::normalize(glm::cross(c.front, c.world_up));
c.up = glm::normalize(glm::cross(c.right, c.front));
return c;
}
inline glm::mat4 camera_view(const Camera &c) {
return glm::lookAt(c.position, c.position + c.front, c.up);
}
inline glm::mat4 camera_projection(const Camera &c, float aspect) {
return glm::perspective(glm::radians(c.fov), aspect, 0.1f, 1000.0f);
}
// Call every frame with GLFW window
inline void camera_keyboard(Camera &c, GLFWwindow *window, float dt) {
if (!c.cursor_captured)
return;
float vel = c.speed * dt;
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
c.position += c.front * vel;
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
c.position -= c.front * vel;
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
c.position -= c.right * vel;
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
c.position += c.right * vel;
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
c.position += c.world_up * vel;
if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS)
c.position -= c.world_up * vel;
}
// Call from your GLFW cursor position callback
inline void camera_mouse(Camera &c, double xpos, double ypos) {
if (!c.cursor_captured)
return;
if (c.first_mouse) {
c.last_x = (float)xpos;
c.last_y = (float)ypos;
c.first_mouse = false;
}
float dx = ((float)xpos - c.last_x) * c.sensitivity;
float dy = (c.last_y - (float)ypos) * c.sensitivity; // inverted Y
c.last_x = (float)xpos;
c.last_y = (float)ypos;
c.yaw += dx;
c.pitch += dy;
if (c.pitch > 89.0f)
c.pitch = 89.0f;
if (c.pitch < -89.0f)
c.pitch = -89.0f;
glm::vec3 front;
front.x = cos(glm::radians(c.yaw)) * cos(glm::radians(c.pitch));
front.y = sin(glm::radians(c.pitch));
front.z = sin(glm::radians(c.yaw)) * cos(glm::radians(c.pitch));
c.front = glm::normalize(front);
c.right = glm::normalize(glm::cross(c.front, c.world_up));
c.up = glm::normalize(glm::cross(c.right, c.front));
}
// Call from scroll callback
inline void camera_scroll(Camera &c, double yoffset) {
c.fov -= (float)yoffset;
if (c.fov < 10.0f)
c.fov = 10.0f;
if (c.fov > 90.0f)
c.fov = 90.0f;
}