Basic camera class working
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headers/camera.hpp
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25
headers/camera.hpp
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#ifndef CAMERA_H
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#define CAMERA_H
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#include <glm/glm.hpp>
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class Camera {
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public:
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Camera(glm::vec3 pos, float yaw, float pitch, float fov, float aspect);
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~Camera();
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void setPos(glm::vec3 pos);
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void setRotate(float yaw, float pitch);
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glm::mat4 getView();
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glm::mat4 getProjection();
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private:
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void update();
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glm::mat4 projection;
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glm::vec3 up;
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glm::vec3 front;
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glm::vec3 pos;
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float yaw;
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float pitch;
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float fov;
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float aspect;
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};
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#endif
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37
src/camera.cpp
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37
src/camera.cpp
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#include <camera.hpp>
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#include <glm/ext/matrix_clip_space.hpp>
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#include <glm/ext/matrix_transform.hpp>
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Camera::Camera(glm::vec3 pos, float yaw, float pitch, float fov, float aspect)
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: up(glm::vec3(0, 1, 0)), pos(pos), yaw(yaw), pitch(pitch), fov(fov),
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aspect(aspect) {
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update();
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}
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Camera::~Camera() {}
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void Camera::setRotate(float yaw, float pitch) {
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this->yaw = yaw;
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this->pitch = pitch;
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update();
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}
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void Camera::setPos(glm::vec3 pos) { this->pos = pos; }
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void Camera::update() {
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glm::vec3 direction;
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direction.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch));
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direction.y = sin(glm::radians(pitch));
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direction.z = sin(glm::radians(yaw)) * cos(glm::radians(pitch));
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front = glm::normalize(direction);
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}
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glm::mat4 Camera::getView() {
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glm::mat4 view = glm::mat4(1.0f);
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view = glm::lookAt(pos, pos + front, up);
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return view;
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}
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glm::mat4 Camera::getProjection() {
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return glm::perspective(glm::radians(fov), aspect, 0.1f, 100.0f);
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}
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25
src/main.cpp
25
src/main.cpp
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#include <glad/glad.h> /*Must be before GLFW*/
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#include <glad/glad.h> /*Must be before GLFW*/
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#include "camera.hpp"
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#include <GLFW/glfw3.h>
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#include <GLFW/glfw3.h>
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#include <cassert>
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#include <cassert>
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#include <glm/glm.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/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <shader.hpp>
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#include <shader.hpp>
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#include <texture.hpp>
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#include <shapes.h>
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#include <shapes.h>
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#include <texture.hpp>
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#define UNUSED(x) (void)(x)
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#define UNUSED(x) (void)(x)
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@ -57,28 +57,21 @@ int main(void) {
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glEnableVertexAttribArray(2); /*tex_cord*/
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glEnableVertexAttribArray(2); /*tex_cord*/
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Shader *shaderProgram =
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Shader *shaderProgram =
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new Shader("./shaders/MVPTexVert.glsl", "./shaders/TexFrag.glsl");
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new Shader("./shaders/MVPTexVert.glsl", "./shaders/TexFrag.glsl");
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Texture *texture =
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new Texture(GL_TEXTURE_2D,"./texture/container.jpg");
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Texture *texture = new Texture(GL_TEXTURE_2D, "./texture/container.jpg");
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Camera *cam = new Camera(glm::vec3(0.0, 0.0, 5.0),-90.0f, 0.0f,45.0,800.0/600);
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while (!glfwWindowShouldClose(window)) {
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while (!glfwWindowShouldClose(window)) {
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glm::mat4 projection = glm::perspective(glm::radians(45.0f), 800.0f / 600.0f,
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0.1f, 100.0f); /*camera settings*/
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glm::mat4 view = glm::mat4(1.0f); /*move camera*/
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const float radius = 10.0f;
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float camX = sin(glfwGetTime()) * radius;
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float camZ = cos(glfwGetTime()) * radius;
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view = glm::lookAt(glm::vec3(camX, 0.0, camZ), glm::vec3(0.0, 0.0, 0.0),
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glm::vec3(0.0, 1.0, 0.0));
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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shaderProgram->use();
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shaderProgram->use();
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shaderProgram->setInt("Tex0", 0);
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shaderProgram->setInt("Tex0", 0);
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shaderProgram->setMat4("view", view);
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shaderProgram->setMat4("view", cam->getView());
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shaderProgram->setMat4("projection", projection);
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shaderProgram->setMat4("projection", cam->getProjection());
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texture->bind(GL_TEXTURE0);
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texture->bind(GL_TEXTURE0);
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glBindVertexArray(VAO);
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glBindVertexArray(VAO);
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