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Initial commit, all code samples with working CMake script for VS/Windows.
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133
includes/learnopengl/camera.h
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133
includes/learnopengl/camera.h
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#pragma once
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// Std. Includes
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#include <vector>
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// GL Includes
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#include <GL\glew.h>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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// Defines several possible options for camera movement. Used as abstraction to stay away from window-system specific input methods
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enum Camera_Movement {
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FORWARD,
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BACKWARD,
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LEFT,
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RIGHT
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};
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// Default camera values
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const GLfloat YAW = -90.0f;
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const GLfloat PITCH = 0.0f;
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const GLfloat SPEED = 3.0f;
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const GLfloat SENSITIVTY = 0.25f;
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const GLfloat ZOOM = 45.0f;
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// An abstract camera class that processes input and calculates the corresponding Eular Angles, Vectors and Matrices for use in OpenGL
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class Camera
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{
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public:
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// Camera Attributes
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glm::vec3 Position;
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glm::vec3 Front;
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glm::vec3 Up;
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glm::vec3 Right;
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glm::vec3 WorldUp;
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// Eular Angles
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GLfloat Yaw;
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GLfloat Pitch;
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// Camera options
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GLfloat MovementSpeed;
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GLfloat MouseSensitivity;
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GLfloat Zoom;
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// Constructor with vectors
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Camera(glm::vec3 position = glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3 up = glm::vec3(0.0f, 1.0f, 0.0f), GLfloat yaw = YAW, GLfloat pitch = PITCH) : Front(glm::vec3(0.0f, 0.0f, -1.0f)), MovementSpeed(SPEED), MouseSensitivity(SENSITIVTY), Zoom(ZOOM)
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{
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this->Position = position;
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this->WorldUp = up;
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this->Yaw = yaw;
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this->Pitch = pitch;
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this->updateCameraVectors();
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}
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// Constructor with scalar values
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Camera(GLfloat posX, GLfloat posY, GLfloat posZ, GLfloat upX, GLfloat upY, GLfloat upZ, GLfloat yaw, GLfloat pitch) : Front(glm::vec3(0.0f, 0.0f, -1.0f)), MovementSpeed(SPEED), MouseSensitivity(SENSITIVTY), Zoom(ZOOM)
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{
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this->Position = glm::vec3(posX, posY, posZ);
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this->WorldUp = glm::vec3(upX, upY, upZ);
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this->Yaw = yaw;
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this->Pitch = pitch;
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this->updateCameraVectors();
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}
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// Returns the view matrix calculated using Eular Angles and the LookAt Matrix
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glm::mat4 GetViewMatrix()
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{
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return glm::lookAt(this->Position, this->Position + this->Front, this->Up);
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}
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// Processes input received from any keyboard-like input system. Accepts input parameter in the form of camera defined ENUM (to abstract it from windowing systems)
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void ProcessKeyboard(Camera_Movement direction, GLfloat deltaTime)
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{
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GLfloat velocity = this->MovementSpeed * deltaTime;
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if (direction == FORWARD)
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this->Position += this->Front * velocity;
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if (direction == BACKWARD)
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this->Position -= this->Front * velocity;
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if (direction == LEFT)
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this->Position -= this->Right * velocity;
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if (direction == RIGHT)
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this->Position += this->Right * velocity;
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}
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// Processes input received from a mouse input system. Expects the offset value in both the x and y direction.
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void ProcessMouseMovement(GLfloat xoffset, GLfloat yoffset, GLboolean constrainPitch = true)
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{
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xoffset *= this->MouseSensitivity;
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yoffset *= this->MouseSensitivity;
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this->Yaw += xoffset;
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this->Pitch += yoffset;
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// Make sure that when pitch is out of bounds, screen doesn't get flipped
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if (constrainPitch)
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{
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if (this->Pitch > 89.0f)
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this->Pitch = 89.0f;
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if (this->Pitch < -89.0f)
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this->Pitch = -89.0f;
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}
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// Update Front, Right and Up Vectors using the updated Eular angles
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this->updateCameraVectors();
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}
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// Processes input received from a mouse scroll-wheel event. Only requires input on the vertical wheel-axis
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void ProcessMouseScroll(GLfloat yoffset)
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{
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if (this->Zoom >= 1.0f && this->Zoom <= 45.0f)
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this->Zoom -= yoffset;
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if (this->Zoom <= 1.0f)
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this->Zoom = 1.0f;
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if (this->Zoom >= 45.0f)
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this->Zoom = 45.0f;
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}
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private:
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// Calculates the front vector from the Camera's (updated) Eular Angles
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void updateCameraVectors()
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{
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// Calculate the new Front vector
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glm::vec3 front;
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front.x = cos(glm::radians(this->Yaw)) * cos(glm::radians(this->Pitch));
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front.y = sin(glm::radians(this->Pitch));
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front.z = sin(glm::radians(this->Yaw)) * cos(glm::radians(this->Pitch));
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this->Front = glm::normalize(front);
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// Also re-calculate the Right and Up vector
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this->Right = glm::normalize(glm::cross(this->Front, this->WorldUp)); // Normalize the vectors, because their length gets closer to 0 the more you look up or down which results in slower movement.
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this->Up = glm::normalize(glm::cross(this->Right, this->Front));
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}
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};
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