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@ -7,7 +7,10 @@ public:
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Camera(glm::vec3 pos, float yaw, float pitch, float fov, float aspect);
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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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~Camera();
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void setPos(glm::vec3 pos);
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void setPos(glm::vec3 pos);
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void addPos(glm::vec3 pos);
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void addFPos(glm::vec3 pos);
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void setRotate(float yaw, float pitch);
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void setRotate(float yaw, float pitch);
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void addRotate(float yaw, float pitch);
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glm::mat4 getView();
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glm::mat4 getView();
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glm::mat4 getProjection();
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glm::mat4 getProjection();
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float aspect;
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float aspect;
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@ -16,8 +16,28 @@ void Camera::setRotate(float yaw, float pitch) {
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update();
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update();
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}
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}
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void Camera::addRotate(float yaw, float pitch) {
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this->yaw += yaw;
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this->pitch += pitch;
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if (this->pitch > 89.0f)
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this->pitch = 89.0f;
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if (this->pitch < -89.0f)
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this->pitch = -89.0f;
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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::setPos(glm::vec3 pos) { this->pos = pos; }
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void Camera::addPos(glm::vec3 pos) { this->pos += pos; }
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void Camera::addFPos(glm::vec3 pos) {
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glm::vec3 f = glm::normalize(glm::vec3(front.x, 0, front.z));
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glm::vec3 r = glm::normalize(glm::cross(f, up));
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this->pos += f * pos.x;
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this->pos += up * pos.y;
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this->pos += r * pos.z;
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}
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void Camera::update() {
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void Camera::update() {
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glm::vec3 direction;
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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.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch));
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56
src/main.cpp
56
src/main.cpp
@ -10,8 +10,12 @@
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#define UNUSED(x) (void)(x)
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#define UNUSED(x) (void)(x)
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void processInput(GLFWwindow *window);
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glm::vec3 processInput(GLFWwindow *window);
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void framebuffer_size_callback(GLFWwindow *window, int width, int height);
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void framebuffer_size_callback(GLFWwindow *window, int width, int height);
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void mouse_callback(GLFWwindow *window, double xpos, double ypos);
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float deltaTime = 0;
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GLFWwindow *init() {
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GLFWwindow *init() {
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glfwInit();
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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@ -25,9 +29,11 @@ GLFWwindow *init() {
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int is_ok = 0;
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int is_ok = 0;
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is_ok = gladLoadGLLoader((GLADloadproc)glfwGetProcAddress);
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is_ok = gladLoadGLLoader((GLADloadproc)glfwGetProcAddress);
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assert(is_ok && "Failed to init glad");
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assert(is_ok && "Failed to init glad");
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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glViewport(0, 0, 800, 600);
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glViewport(0, 0, 800, 600);
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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glfwSetCursorPosCallback(window, mouse_callback);
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return window;
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return window;
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}
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}
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@ -50,11 +56,10 @@ unsigned int meshInit() {
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int main(void) {
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int main(void) {
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glm::vec3 lightPos = glm::vec3(1, 2.0f, 1);
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glm::vec3 lightPos = glm::vec3(1, 2.0f, 1);
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glm::vec3 cameraPos = glm::vec3(2.3, 3, 5);
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glm::vec3 lightColor = glm::vec3(1);
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glm::vec3 lightColor = glm::vec3(1);
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GLFWwindow *window = init();
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GLFWwindow *window = init();
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Camera *cam = new Camera(cameraPos, -115.0f, -25.0f, 45, 800.0 / 600);
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Camera *cam = new Camera(glm::vec3(0), 0, 0, 45, 800.0 / 600);
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glfwSetWindowUserPointer(window, cam);
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glfwSetWindowUserPointer(window, cam);
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Shader *cubeShader = new Shader("./shaders/lighting/Vert.glsl",
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Shader *cubeShader = new Shader("./shaders/lighting/Vert.glsl",
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@ -72,7 +77,12 @@ int main(void) {
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light->setScale(glm::vec3(.3));
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light->setScale(glm::vec3(.3));
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_DEPTH_TEST);
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float lastFrame = 0;
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while (!glfwWindowShouldClose(window)) {
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while (!glfwWindowShouldClose(window)) {
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float currentFrame = static_cast<float>(glfwGetTime());
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deltaTime = currentFrame - lastFrame;
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lastFrame = currentFrame;
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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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@ -101,7 +111,9 @@ int main(void) {
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glfwSwapBuffers(window);
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glfwSwapBuffers(window);
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glfwPollEvents();
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glfwPollEvents();
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processInput(window);
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glm::vec3 mov = processInput(window);
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mov *= deltaTime;
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cam->addFPos(mov);
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}
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}
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delete cam;
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delete cam;
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@ -111,9 +123,26 @@ int main(void) {
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return 0;
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return 0;
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}
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}
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void processInput(GLFWwindow *window) {
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glm::vec3 processInput(GLFWwindow *window) {
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glm::vec3 mov = glm::vec3(0);
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
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glfwSetWindowShouldClose(window, true);
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glfwSetWindowShouldClose(window, true);
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if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
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mov += glm::vec3(1, 0, 0);
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if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
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mov -= glm::vec3(1, 0, 0);
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if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
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mov += glm::vec3(0, 0, 1);
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if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
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mov -= glm::vec3(0, 0, 1);
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if (glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS)
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mov += glm::vec3(0, 1, 0);
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if (glfwGetKey(window, GLFW_KEY_E) == GLFW_PRESS)
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mov -= glm::vec3(0, 1, 0);
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mov *= 5;
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return mov;
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}
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}
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void framebuffer_size_callback(GLFWwindow *window, int width, int height) {
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void framebuffer_size_callback(GLFWwindow *window, int width, int height) {
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@ -123,3 +152,20 @@ void framebuffer_size_callback(GLFWwindow *window, int width, int height) {
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if (cam)
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if (cam)
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cam->aspect = (float)width / height;
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cam->aspect = (float)width / height;
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}
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}
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void mouse_callback(GLFWwindow *window, double xpos, double ypos) {
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static float xprev = 0.0, yprev = 0.0;
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float xchange = xpos - xprev;
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float ychange = yprev - ypos;
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xprev = xpos;
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yprev = ypos;
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float sensitivity = 0.1f;
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xchange *= sensitivity;
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ychange *= sensitivity;
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Camera *cam = (Camera *)glfwGetWindowUserPointer(window);
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if (cam)
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cam->addRotate(xchange, ychange);
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}
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