Camera class (it's not working though

This commit is contained in:
Ben
2019-02-19 15:25:33 +00:00
parent 000c7e6842
commit e7efde12b9
5 changed files with 86 additions and 61 deletions

View File

@@ -30,8 +30,8 @@ class Camera {
public:
Camera(const glm::vec3& position, const glm::vec3& rotation, float fov, float aspect, float zNear, float zFar) {
perspective = glm::perspective(glm::radians(fov), aspect, zNear, zFar);
Position = position;
Rotation = rotation;
pos = position;
rot = rotation;
aspect = aspect;
zNear = zNear;
zFar = zFar;
@@ -39,8 +39,27 @@ public:
up = glm::vec3(0.0f, 1.0f, 0.0f);
}
glm::mat4 getViewProj() {
rot.x = glm::clamp(rot.x, -90.0f, 90.0f);
glm::vec3 front;
front.x = cos(glm::radians(rot.x)) * cos(glm::radians(rot.y));
front.y = sin(glm::radians(rot.x));
front.z = cos(glm::radians(rot.x)) * sin(glm::radians(rot.y));
forward = glm::normalize(front);
glm::vec3 up;
up.x = cos(glm::radians(rot.x + 90.0f)) * cos(glm::radians(rot.y));
up.y = sin(glm::radians(rot.x + 90.0f));
up.z = cos(glm::radians(rot.x + 90.0f)) * sin(glm::radians(rot.y));
up = glm::normalize(up);
glm::mat4 lookAt = glm::lookAt(pos, pos + forward, up);
return perspective * lookAt;
}
glm::mat4 perspective;
glm::vec3 Position, Rotation;
glm::vec3 pos, rot;
float fov, aspect, zNear, zFar;
glm::vec3 forward, up;
};
@@ -77,13 +96,18 @@ int main(int argc, char** argv) {
window = SDL_CreateWindow("OpenGL Playground V1.0",
SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED,
1280, 720,
640, 480,
SDL_WINDOW_OPENGL);
glContext = SDL_GL_CreateContext(window);
SDL_GL_SetSwapInterval(0);
gladLoadGLLoader(SDL_GL_GetProcAddress);
SDL_SetRelativeMouseMode(SDL_TRUE);
SDL_WarpMouseInWindow(window, 0, 0);
isWindowOpen = true;
logger << LOGGER_INFO << "OpenGL and SDL initialized" << LOGGER_ENDL;
// Load an object into system memory
@@ -132,7 +156,7 @@ int main(int argc, char** argv) {
glVertexAttribPointer(normalAttrib, 3, GL_FLOAT, GL_FALSE, 0, (const void*)(vertices.size() * sizeof(glm::vec3)));
// Set up camera
Camera camera;
Camera camera(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, -90.0f, 0.0f), 45.0f, 640.0f / 480.0f, 0.1f, 1000.0f);
// Model matrice
@@ -152,7 +176,7 @@ int main(int argc, char** argv) {
glUniformMatrix4fv(uniView, 1, GL_FALSE, glm::value_ptr(view));
// Projection matrice
glm::mat4 proj = glm::perspective(glm::radians(45.0f), 1280.0f / 720.0f, 1.0f, 1000.0f);
glm::mat4 proj = camera.perspective;
// Get uniform and send it to the GPU
GLint uniProj = glGetUniformLocation(simpleShader.getProgram(), "proj");
glUniformMatrix4fv(uniProj, 1, GL_FALSE, glm::value_ptr(proj));
@@ -166,40 +190,49 @@ int main(int argc, char** argv) {
// Update tick (60ups)
if (UPSTimer()) {
model = glm::rotate(model, glm::radians(0.5f), glm::vec3(0.0f, 0.0f, 1.0f));
// model = glm::rotate(model, glm::radians(0.5f), glm::vec3(0.0f, 0.0f, 1.0f));
// model = glm::rotate(model, glm::radians(0.5f), glm::vec3(1.0f, 0.0f, 0.0f));
model = glm::rotate(model, glm::radians(0.5f), glm::vec3(0.0f, 1.0f, 0.0f));
glm::vec4 result = model * glm::vec4(1.0f, 0.0f, 0.0f, 1.0f);
// model = glm::rotate(model, glm::radians(0.5f), glm::vec3(0.0f, 1.0f, 0.0f));
// glm::vec4 result = model * glm::vec4(1.0f, 0.0f, 0.0f, 1.0f);
glUniformMatrix4fv(uniTrans, 1, GL_FALSE, glm::value_ptr(model));
const Uint8 *state = SDL_GetKeyboardState(NULL);
if (state[SDL_SCANCODE_W]) {
camera.Position.z += 0.01f * sin(glm::radians(camera.Rotation.y));
camera.Position.x += 0.01f * cos(glm::radians(camera.Rotation.y));
camera.pos.z += 0.01f * sin(glm::radians(camera.rot.y));
camera.pos.x += 0.01f * cos(glm::radians(camera.rot.y));
}
if (state[SDL_SCANCODE_S]) {
camera.Position.z -= 0.01f * sin(glm::radians(camera.Rotation.y));
camera.Position.x -= 0.01f * cos(glm::radians(camera.Rotation.y));
camera.pos.z -= 0.01f * sin(glm::radians(camera.rot.y));
camera.pos.x -= 0.01f * cos(glm::radians(camera.rot.y));
}
if (state[SDL_SCANCODE_A]) {
camera.Position.z -= 0.01f * cos(glm::radians(camera.Rotation.y));
camera.Position.x += 0.01f * sin(glm::radians(camera.Rotation.y));
camera.pos.z -= 0.01f * cos(glm::radians(camera.rot.y));
camera.pos.x += 0.01f * sin(glm::radians(camera.rot.y));
}
if (state[SDL_SCANCODE_D]) {
camera.Position.z += 0.01f * cos(glm::radians(camera.Rotation.y));
camera.Position.x -= 0.01f * sin(glm::radians(camera.Rotation.y));
camera.pos.z += 0.01f * cos(glm::radians(camera.rot.y));
camera.pos.x -= 0.01f * sin(glm::radians(camera.rot.y));
}
glUniformMatrix4fv(uniView, 1, GL_FALSE, glm::value_ptr(camera.getViewProj()));
UpdateClock = SDL_GetTicks();
}
// Handle events
while (SDL_PollEvent(&event) != 0)
if (event.type == SDL_QUIT)
while (SDL_PollEvent(&event) != 0) {
if (event.type == SDL_QUIT || event.key.keysym.sym == SDLK_ESCAPE)
isWindowOpen = false;
switch (event.type) {
case SDL_MOUSEMOTION:
int mouseX = event.motion.xrel;
int mouseY = event.motion.yrel;
camera.rot.y += mouseX * 0.5f;
camera.rot.x += mouseY * -0.5f;
}
}
// Clear
const float clear[] = {0.1f, 0.45f, 0.9f, 1.0f};