110 lines
2.9 KiB
C++
110 lines
2.9 KiB
C++
#include <cmath>
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#include <glad/glad.h>
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#include <glm/ext/matrix_float4x4.hpp>
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#include <glm/ext/matrix_transform.hpp>
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#include <glm/ext/vector_float3.hpp>
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#include <glm/geometric.hpp>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/trigonometric.hpp>
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enum CameraMovement {
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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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const float YAW = -90.0f;
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const float PITCH = 0.0f;
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const float SPEED = 2.5f;
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const float SENSITIVITY = 0.1f;
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const float ZOOM = 45.0f;
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class Camera {
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public:
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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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float yaw_;
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float pitch_;
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float movement_speed_;
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float mouse_sensitivity_;
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float zoom_;
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Camera(glm::vec3 position = glm::vec3(0.0f, 0.0f, 0.0f),
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glm::vec3 up = glm::vec3(0.0f, 1.0f, 0.0f),
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float yaw = YAW, float pitch = PITCH) :
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front_(glm::vec3(0.0f, 0.0f, -1.0f)),
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movement_speed_(SPEED),
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mouse_sensitivity_(SENSITIVITY),
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zoom_(ZOOM) {
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position_ = position;
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worldup_ = up;
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yaw_ = yaw;
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pitch_ = pitch;
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update_camera_vectors();
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}
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Camera(float posx, float posy, float posz, float upx, float upy, float upz, float yaw, float pitch) :
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front_(glm::vec3(0.0f, 0.0f, -1.0f))
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, mouse_sensitivity_(SENSITIVITY),
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zoom_(ZOOM){
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position_ = glm::vec3(posx, posy, posz);
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worldup_ = glm::vec3(upx, upy, upz);
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yaw_ = yaw;
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pitch_ = pitch;
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update_camera_vectors();
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}
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glm::mat4 get_view_matrix() {
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return glm::lookAt(position_, position_ + front_, up_);
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}
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void process_keyboard(CameraMovement direction, float deltatime) {
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float velocity = movement_speed_ * deltatime;
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if (direction == FORWARD) {
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position_ += front_ * velocity;
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}
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if (direction == BACKWARD) {
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position_ -= front_ * velocity;
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}
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if (direction == LEFT) {
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position_ -= right_ * velocity;
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}
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if (direction == RIGHT) {
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position_ += right_ * velocity;
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}
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position_.y = 0.0f;
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}
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void process_mouse_movement(float xoffset, float yoffset, GLboolean constrain_pitch = true) {
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}
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void process_mouse_scroll(float yoffset) {
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zoom_ -= (float)yoffset;
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if (zoom_ < 1.0f) {
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zoom_ = 1.0f;
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}
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if (zoom_ > 45.0f) {
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zoom_ = 45.0f;
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}
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}
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private:
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void update_camera_vectors() {
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glm::vec3 front;
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front.x = std::cos(glm::radians(yaw_)) * std::cos(glm::radians(pitch_));
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front.y = std::sin(glm::radians(pitch_));
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front.z = std::sin(glm::radians(yaw_)) * std::cos(glm::radians(pitch_));
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front_ = glm::normalize(front);
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right_ = glm::normalize(glm::cross(front_, worldup_));
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up_ = glm::normalize(glm::cross(right_, front_));
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}
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};
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