mirror of
https://github.com/JoeyDeVries/LearnOpenGL.git
synced 2026-01-02 04:37:54 +08:00
133 lines
4.6 KiB
C++
133 lines
4.6 KiB
C++
#pragma once
|
|
|
|
// Std. Includes
|
|
#include <vector>
|
|
|
|
// GL Includes
|
|
#include <GL\glew.h>
|
|
#include <glm/glm.hpp>
|
|
#include <glm/gtc/matrix_transform.hpp>
|
|
|
|
|
|
|
|
// Defines several possible options for camera movement. Used as abstraction to stay away from window-system specific input methods
|
|
enum Camera_Movement {
|
|
FORWARD,
|
|
BACKWARD,
|
|
LEFT,
|
|
RIGHT
|
|
};
|
|
|
|
// Default camera values
|
|
const GLfloat YAW = -90.0f;
|
|
const GLfloat PITCH = 0.0f;
|
|
const GLfloat SPEED = 3.0f;
|
|
const GLfloat SENSITIVTY = 0.25f;
|
|
const GLfloat ZOOM = 45.0f;
|
|
|
|
|
|
// An abstract camera class that processes input and calculates the corresponding Eular Angles, Vectors and Matrices for use in OpenGL
|
|
class Camera
|
|
{
|
|
public:
|
|
// Camera Attributes
|
|
glm::vec3 Position;
|
|
glm::vec3 Front;
|
|
glm::vec3 Up;
|
|
glm::vec3 Right;
|
|
glm::vec3 WorldUp;
|
|
// Eular Angles
|
|
GLfloat Yaw;
|
|
GLfloat Pitch;
|
|
// Camera options
|
|
GLfloat MovementSpeed;
|
|
GLfloat MouseSensitivity;
|
|
GLfloat Zoom;
|
|
|
|
// Constructor with vectors
|
|
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)
|
|
{
|
|
this->Position = position;
|
|
this->WorldUp = up;
|
|
this->Yaw = yaw;
|
|
this->Pitch = pitch;
|
|
this->updateCameraVectors();
|
|
}
|
|
// Constructor with scalar values
|
|
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)
|
|
{
|
|
this->Position = glm::vec3(posX, posY, posZ);
|
|
this->WorldUp = glm::vec3(upX, upY, upZ);
|
|
this->Yaw = yaw;
|
|
this->Pitch = pitch;
|
|
this->updateCameraVectors();
|
|
}
|
|
|
|
// Returns the view matrix calculated using Eular Angles and the LookAt Matrix
|
|
glm::mat4 GetViewMatrix()
|
|
{
|
|
return glm::lookAt(this->Position, this->Position + this->Front, this->Up);
|
|
}
|
|
|
|
// 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)
|
|
void ProcessKeyboard(Camera_Movement direction, GLfloat deltaTime)
|
|
{
|
|
GLfloat velocity = this->MovementSpeed * deltaTime;
|
|
if (direction == FORWARD)
|
|
this->Position += this->Front * velocity;
|
|
if (direction == BACKWARD)
|
|
this->Position -= this->Front * velocity;
|
|
if (direction == LEFT)
|
|
this->Position -= this->Right * velocity;
|
|
if (direction == RIGHT)
|
|
this->Position += this->Right * velocity;
|
|
}
|
|
|
|
// Processes input received from a mouse input system. Expects the offset value in both the x and y direction.
|
|
void ProcessMouseMovement(GLfloat xoffset, GLfloat yoffset, GLboolean constrainPitch = true)
|
|
{
|
|
xoffset *= this->MouseSensitivity;
|
|
yoffset *= this->MouseSensitivity;
|
|
|
|
this->Yaw += xoffset;
|
|
this->Pitch += yoffset;
|
|
|
|
// Make sure that when pitch is out of bounds, screen doesn't get flipped
|
|
if (constrainPitch)
|
|
{
|
|
if (this->Pitch > 89.0f)
|
|
this->Pitch = 89.0f;
|
|
if (this->Pitch < -89.0f)
|
|
this->Pitch = -89.0f;
|
|
}
|
|
|
|
// Update Front, Right and Up Vectors using the updated Eular angles
|
|
this->updateCameraVectors();
|
|
}
|
|
|
|
// Processes input received from a mouse scroll-wheel event. Only requires input on the vertical wheel-axis
|
|
void ProcessMouseScroll(GLfloat yoffset)
|
|
{
|
|
if (this->Zoom >= 1.0f && this->Zoom <= 45.0f)
|
|
this->Zoom -= yoffset;
|
|
if (this->Zoom <= 1.0f)
|
|
this->Zoom = 1.0f;
|
|
if (this->Zoom >= 45.0f)
|
|
this->Zoom = 45.0f;
|
|
}
|
|
|
|
private:
|
|
// Calculates the front vector from the Camera's (updated) Eular Angles
|
|
void updateCameraVectors()
|
|
{
|
|
// Calculate the new Front vector
|
|
glm::vec3 front;
|
|
front.x = cos(glm::radians(this->Yaw)) * cos(glm::radians(this->Pitch));
|
|
front.y = sin(glm::radians(this->Pitch));
|
|
front.z = sin(glm::radians(this->Yaw)) * cos(glm::radians(this->Pitch));
|
|
this->Front = glm::normalize(front);
|
|
// Also re-calculate the Right and Up vector
|
|
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.
|
|
this->Up = glm::normalize(glm::cross(this->Right, this->Front));
|
|
}
|
|
}; |