/* * Tuxánci 2 - A first person shooter * Copyright (C) 2025-2026 Connor Thomson * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . */ #include #include "ta_math.h" #include "camera.h" #include "mouse.h" ta_camera ta_camera_current; float ta_camera_sensitivity = 0.0025f; float ta_camera_fov = 60.0f; void ta_camera_init(void) { ta_camera_current = (ta_camera){ 0.0f, 0.0f, 5.0f, 0.0f, 0.0f, ta_camera_fov }; } void ta_camera_update(void) { const float pitch_limit = ta_rad(90.0f); ta_camera_current.yaw -= ta_mouse_delta_x * ta_camera_sensitivity; ta_camera_current.pitch += ta_mouse_delta_y * ta_camera_sensitivity; if (ta_camera_current.pitch > pitch_limit) { ta_camera_current.pitch = pitch_limit; } else if (ta_camera_current.pitch < -pitch_limit) { ta_camera_current.pitch = -pitch_limit; } } void ta_camera_set_fov(float delta_degrees) { ta_camera_current.fov += delta_degrees; if (ta_camera_current.fov < 20.0f) { ta_camera_current.fov = 20.0f; } else if (ta_camera_current.fov > 120.0f) { ta_camera_current.fov = 120.0f; } } void ta_camera_get_view_matrix(float *matrix) { float yaw_cosine = cosf(ta_camera_current.yaw); float yaw_sine = sinf(ta_camera_current.yaw); float pitch_cosine = cosf(ta_camera_current.pitch); float pitch_sine = sinf(ta_camera_current.pitch); matrix[0] = yaw_cosine; matrix[1] = -pitch_sine * yaw_sine; matrix[2] = pitch_cosine * yaw_sine; matrix[3] = 0.0f; matrix[4] = 0.0f; matrix[5] = pitch_cosine; matrix[6] = pitch_sine; matrix[7] = 0.0f; matrix[8] = -yaw_sine; matrix[9] = -pitch_sine * yaw_cosine; matrix[10] = pitch_cosine * yaw_cosine; matrix[11] = 0.0f; matrix[12] = -yaw_cosine * ta_camera_current.x + yaw_sine * ta_camera_current.z; matrix[13] = pitch_sine * yaw_sine * ta_camera_current.x - pitch_cosine * ta_camera_current.y + pitch_sine * yaw_cosine * ta_camera_current.z; matrix[14] = -pitch_cosine * yaw_sine * ta_camera_current.x - pitch_sine * ta_camera_current.y - pitch_cosine * yaw_cosine * ta_camera_current.z; matrix[15] = 1.0f; }