Basic camera class working

This commit is contained in:
k 2025-01-22 09:58:38 -05:00
parent 16d9959ace
commit 452e9bdc92
3 changed files with 71 additions and 16 deletions

25
headers/camera.hpp Normal file
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@ -0,0 +1,25 @@
#ifndef CAMERA_H
#define CAMERA_H
#include <glm/glm.hpp>
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

37
src/camera.cpp Normal file
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#include <camera.hpp>
#include <glm/ext/matrix_clip_space.hpp>
#include <glm/ext/matrix_transform.hpp>
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);
}

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@ -1,13 +1,13 @@
#include <glad/glad.h> /*Must be before GLFW*/
#include "camera.hpp"
#include <GLFW/glfw3.h>
#include <cassert>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <shader.hpp>
#include <texture.hpp>
#include <shapes.h>
#include <texture.hpp>
#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);