Added Camera
This commit is contained in:
parent
89e47fa56c
commit
3842a877ac
7 changed files with 233 additions and 67 deletions
111
engine/camera.h
111
engine/camera.h
|
|
@ -2,11 +2,120 @@
|
|||
#ifndef ENGINE2026_CAMERA_H
|
||||
#define ENGINE2026_CAMERA_H
|
||||
|
||||
#include <glad/glad.h>
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
|
||||
// Movement keys/buttons
|
||||
enum Camera_Movement {
|
||||
FORWARD,
|
||||
BACKWARD,
|
||||
LEFT,
|
||||
RIGHT
|
||||
};
|
||||
|
||||
// Default camera values
|
||||
const float YAW = -90.0f;
|
||||
const float PITCH = 0.0f;
|
||||
const float SPEED = 2.5f;
|
||||
const float SENSITIVITY = 0.1f;
|
||||
const float ZOOM = 45.0f;
|
||||
|
||||
class Camera
|
||||
{
|
||||
public:
|
||||
Camera();
|
||||
glm::vec3 position, front, up, right, worldUp;
|
||||
float yaw, pitch;
|
||||
float movementSpeed, mouseSensitivity, zoom;
|
||||
|
||||
// constructor with vectors
|
||||
Camera(glm::vec3 newPosition = glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3 up = glm::vec3(0.0f, 1.0f, 0.0f), float newYaw = YAW, float newPitch = PITCH) : front(glm::vec3(0.0f, 0.0f, -1.0f)), movementSpeed(SPEED), mouseSensitivity(SENSITIVITY), zoom(ZOOM)
|
||||
{
|
||||
position = newPosition;
|
||||
worldUp = up;
|
||||
yaw = newYaw;
|
||||
pitch = newPitch;
|
||||
updateCameraVectors();
|
||||
}
|
||||
// constructor with scalar values
|
||||
Camera(float posX, float posY, float posZ, float upX, float upY, float upZ, float newYaw, float newPitch) : front(glm::vec3(0.0f, 0.0f, -1.0f)), movementSpeed(SPEED), mouseSensitivity(SENSITIVITY), zoom(ZOOM)
|
||||
{
|
||||
position = glm::vec3(posX, posY, posZ);
|
||||
worldUp = glm::vec3(upX, upY, upZ);
|
||||
yaw = newYaw;
|
||||
pitch = newPitch;
|
||||
updateCameraVectors();
|
||||
}
|
||||
|
||||
// returns the view matrix calculated using Euler Angles and the LookAt Matrix
|
||||
glm::mat4 GetViewMatrix()
|
||||
{
|
||||
return glm::lookAt(position, position + front, 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, float deltaTime)
|
||||
{
|
||||
float velocity = movementSpeed * deltaTime;
|
||||
if (direction == FORWARD)
|
||||
position += front * velocity;
|
||||
if (direction == BACKWARD)
|
||||
position -= front * velocity;
|
||||
if (direction == LEFT)
|
||||
position -= right * velocity;
|
||||
if (direction == RIGHT)
|
||||
position += right * velocity;
|
||||
}
|
||||
|
||||
// processes input received from a mouse input system. Expects the offset value in both the x and y direction.
|
||||
void processMouseMovement(float xoffset, float yoffset, GLboolean constrainPitch = true)
|
||||
{
|
||||
xoffset *= mouseSensitivity;
|
||||
yoffset *= mouseSensitivity;
|
||||
|
||||
yaw += xoffset;
|
||||
pitch += yoffset;
|
||||
|
||||
// make sure that when pitch is out of bounds, screen doesn't get flipped
|
||||
if (constrainPitch)
|
||||
{
|
||||
if (pitch > 89.0f)
|
||||
pitch = 89.0f;
|
||||
|
||||
if (pitch < -89.0f)
|
||||
pitch = -89.0f;
|
||||
}
|
||||
|
||||
// update Front, Right and Up Vectors using the updated Euler angles
|
||||
updateCameraVectors();
|
||||
}
|
||||
|
||||
// processes input received from a mouse scroll-wheel event. Only requires input on the vertical wheel-axis
|
||||
void processMouseScroll(float yoffset)
|
||||
{
|
||||
zoom -= (float)yoffset;
|
||||
if (zoom < 1.0f)
|
||||
zoom = 1.0f;
|
||||
if (zoom > 45.0f)
|
||||
zoom = 45.0f;
|
||||
}
|
||||
|
||||
|
||||
private:
|
||||
// calculates the front vector from the Camera's (updated) Euler Angles
|
||||
void updateCameraVectors()
|
||||
{
|
||||
// calculate the new Front vector
|
||||
glm::vec3 newFront;
|
||||
newFront.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch));
|
||||
newFront.y = sin(glm::radians(pitch));
|
||||
newFront.z = sin(glm::radians(yaw)) * cos(glm::radians(pitch));
|
||||
front = glm::normalize(newFront);
|
||||
|
||||
// also re-calculate the Right and Up vector
|
||||
right = glm::normalize(glm::cross(front, worldUp)); // normalize the vectors, because their length gets closer to 0 the more you look up or down which results in slower movement.
|
||||
up = glm::normalize(glm::cross(right, front));
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
@ -15,7 +15,7 @@ class Mesh
|
|||
public:
|
||||
unsigned int VBO, VAO, EBO;
|
||||
std::size_t indexCount = 0;
|
||||
|
||||
|
||||
Mesh(const std::vector<Vertex>& vertices, const std::vector<unsigned int>& indices) : indexCount(indices.size())
|
||||
{
|
||||
if (vertices.empty() || indices.empty()) {
|
||||
|
|
@ -55,7 +55,7 @@ public:
|
|||
std::cout << "Failed to load mesh" << std::endl;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void Draw() const
|
||||
{
|
||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||
|
|
|
|||
|
|
@ -13,7 +13,7 @@ class Shader
|
|||
public:
|
||||
// Compiled Shader Program ID
|
||||
unsigned int ID;
|
||||
|
||||
|
||||
Shader(const char* vertexPath, const char* fragmentPath)
|
||||
{
|
||||
std::string vertexCode, fragmentCode;
|
||||
|
|
@ -72,7 +72,7 @@ public:
|
|||
glDeleteShader(vertexShader);
|
||||
glDeleteShader(fragmentShader);
|
||||
}
|
||||
|
||||
|
||||
void Use()
|
||||
{
|
||||
glUseProgram(ID);
|
||||
|
|
|
|||
|
|
@ -10,7 +10,7 @@ class Texture
|
|||
public:
|
||||
unsigned int ID;
|
||||
int width, height, nrChannels;
|
||||
|
||||
|
||||
Texture(const char* texturePath, bool flip = false)
|
||||
{
|
||||
// Create the Texture and set our ID
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue