#include "client/render/camera.hh" namespace client { namespace render { namespace camera { float& get_xfov() noexcept { static float xfov = 100.0f; return xfov; } glm::vec3& get_pos() noexcept { static glm::vec3 pos{0.0f, 0.0f, 0.0f}; return pos; } glm::vec3& get_front() noexcept { static glm::vec3 front{0.0f, 0.0f, 0.0f}; return front; } glm::vec3& get_up() noexcept { static glm::vec3 front{0.0f, 1.0f, 0.0f}; return front; } static glm::mat4 make_view() noexcept { const glm::vec3& pos = get_pos(); return glm::lookAt(pos, pos + get_front(), get_up()); } glm::mat4& get_view() noexcept { static glm::mat4 view = make_view(); return view; } static glm::mat4 make_proj() noexcept { const glm::vec2& window = client::render::get_window_size(); return glm::perspective(glm::radians(get_yfov()), window.x / window.y, get_znear(), get_zfar()); } glm::mat4& get_proj() noexcept { static glm::mat4 proj = make_proj(); return proj; } static frustum make_frustum() noexcept { const glm::mat4 matrix = get_proj() * get_view(); const glm::vec4 row_x = glm::row(matrix, 0); const glm::vec4 row_y = glm::row(matrix, 1); const glm::vec4 row_z = glm::row(matrix, 2); const glm::vec4 row_w = glm::row(matrix, 3); frustum ret{row_w + row_x, row_w - row_x, row_w + row_y, row_w - row_y, row_w + row_z, row_w - row_z}; std::ranges::transform(ret, std::begin(ret), [](const auto& matrix) { return glm::normalize(matrix); }); return ret; } frustum& get_frustum() noexcept { static frustum ret = make_frustum(); return ret; } float& get_znear() noexcept { static float znear = 0.1f; return znear; } float& get_zfar() noexcept { static float zfar = 1024.0f; return zfar; } float get_yfov() noexcept { const glm::vec2& window = client::render::get_window_size(); const float yfov = 2.0f * std::atan((window.y / window.x) * std::tan(glm::radians(get_xfov()) / 2.0f)); return glm::degrees(yfov); } void update() noexcept { get_view() = make_view(); // specific order here! get_proj() = make_proj(); get_frustum() = make_frustum(); } } // namespace camera } // namespace render } // namespace client