diff --git a/headers/camera.hpp b/headers/camera.hpp new file mode 100644 index 0000000..01d78e0 --- /dev/null +++ b/headers/camera.hpp @@ -0,0 +1,25 @@ +#ifndef CAMERA_H +#define CAMERA_H +#include + +class Camera { +public: + Camera(glm::vec3 pos, float yaw, float pitch, float fov, float aspect); + ~Camera(); + void setPos(glm::vec3 pos); + void setRotate(float yaw, float pitch); + glm::mat4 getView(); + glm::mat4 getProjection(); + +private: + void update(); + glm::mat4 projection; + glm::vec3 up; + glm::vec3 front; + glm::vec3 pos; + float yaw; + float pitch; + float fov; + float aspect; +}; +#endif diff --git a/src/camera.cpp b/src/camera.cpp new file mode 100644 index 0000000..5f7f89d --- /dev/null +++ b/src/camera.cpp @@ -0,0 +1,37 @@ +#include +#include +#include + +Camera::Camera(glm::vec3 pos, float yaw, float pitch, float fov, float aspect) + : up(glm::vec3(0, 1, 0)), pos(pos), yaw(yaw), pitch(pitch), fov(fov), + aspect(aspect) { + update(); +} + +Camera::~Camera() {} + +void Camera::setRotate(float yaw, float pitch) { + this->yaw = yaw; + this->pitch = pitch; + update(); +} + +void Camera::setPos(glm::vec3 pos) { this->pos = pos; } + +void Camera::update() { + glm::vec3 direction; + direction.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch)); + direction.y = sin(glm::radians(pitch)); + direction.z = sin(glm::radians(yaw)) * cos(glm::radians(pitch)); + front = glm::normalize(direction); +} + +glm::mat4 Camera::getView() { + glm::mat4 view = glm::mat4(1.0f); + view = glm::lookAt(pos, pos + front, up); + return view; +} + +glm::mat4 Camera::getProjection() { + return glm::perspective(glm::radians(fov), aspect, 0.1f, 100.0f); +} diff --git a/src/main.cpp b/src/main.cpp index 634991f..cbfba97 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -1,13 +1,13 @@ #include /*Must be before GLFW*/ +#include "camera.hpp" #include #include #include #include #include #include -#include #include - +#include #define UNUSED(x) (void)(x) @@ -57,28 +57,21 @@ int main(void) { glEnableVertexAttribArray(2); /*tex_cord*/ Shader *shaderProgram = - new Shader("./shaders/MVPTexVert.glsl", "./shaders/TexFrag.glsl"); - Texture *texture = - new Texture(GL_TEXTURE_2D,"./texture/container.jpg"); + new Shader("./shaders/MVPTexVert.glsl", "./shaders/TexFrag.glsl"); + + Texture *texture = new Texture(GL_TEXTURE_2D, "./texture/container.jpg"); + + Camera *cam = new Camera(glm::vec3(0.0, 0.0, 5.0),-90.0f, 0.0f,45.0,800.0/600); while (!glfwWindowShouldClose(window)) { - glm::mat4 projection = glm::perspective(glm::radians(45.0f), 800.0f / 600.0f, - 0.1f, 100.0f); /*camera settings*/ - glm::mat4 view = glm::mat4(1.0f); /*move camera*/ - const float radius = 10.0f; - float camX = sin(glfwGetTime()) * radius; - float camZ = cos(glfwGetTime()) * radius; - view = glm::lookAt(glm::vec3(camX, 0.0, camZ), glm::vec3(0.0, 0.0, 0.0), - glm::vec3(0.0, 1.0, 0.0)); - glClearColor(0.2f, 0.3f, 0.3f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); shaderProgram->use(); shaderProgram->setInt("Tex0", 0); - shaderProgram->setMat4("view", view); - shaderProgram->setMat4("projection", projection); + shaderProgram->setMat4("view", cam->getView()); + shaderProgram->setMat4("projection", cam->getProjection()); texture->bind(GL_TEXTURE0); glBindVertexArray(VAO);