Camera tutorial finished
Added delta timing and basic camera movement
This commit is contained in:
parent
ea5acc464f
commit
85733c6053
96
src/main.cpp
96
src/main.cpp
@ -12,6 +12,19 @@
|
||||
#include "stb_image.h"
|
||||
#include "shader.h"
|
||||
|
||||
// stationary camera vectors
|
||||
glm::vec3 cameraPos = glm::vec3(0.0f, 0.0f, 3.0f);
|
||||
glm::vec3 cameraFront = glm::vec3(0.0f, 0.0f, -1.0f);
|
||||
glm::vec3 cameraUp = glm::vec3(0.0f, 1.0f, 0.0f);
|
||||
|
||||
|
||||
float deltaTime = 0.0f; // Time between current frame and last frame
|
||||
float lastFrame = 0.0f; // Time of last frame
|
||||
|
||||
float lastX = 400, lastY = 300;
|
||||
float yaw =0 , pitch =0 ;
|
||||
float fov = 45;
|
||||
bool firstMouse = true;
|
||||
|
||||
void framebuffer_size_callback(GLFWwindow* window, int width, int height) {
|
||||
glViewport(0,0, width, height);
|
||||
@ -21,6 +34,59 @@ void processInput( GLFWwindow* window){
|
||||
if(glfwGetKey(window,GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
||||
glfwSetWindowShouldClose(window, true);
|
||||
|
||||
const float CameraSpeed = 2.5f * deltaTime;
|
||||
if(glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
|
||||
cameraPos += CameraSpeed * cameraFront;
|
||||
if(glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
|
||||
cameraPos -= CameraSpeed * cameraFront;
|
||||
if(glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
|
||||
cameraPos -= glm::normalize(glm::cross(cameraFront, cameraUp)) * CameraSpeed;
|
||||
if(glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
|
||||
cameraPos += glm::normalize(glm::cross(cameraFront, cameraUp)) * CameraSpeed;
|
||||
|
||||
}
|
||||
|
||||
|
||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos){
|
||||
if (firstMouse) // initially set to true
|
||||
{
|
||||
lastX = xpos;
|
||||
lastY = ypos;
|
||||
firstMouse = false;
|
||||
}
|
||||
float xoffset = xpos - lastX;
|
||||
float yoffset = lastY - ypos; // reversed since y-coordinates range from bottom to top
|
||||
lastX = xpos;
|
||||
lastY = ypos;
|
||||
|
||||
const float sensitivity = 0.1f;
|
||||
xoffset *= sensitivity;
|
||||
yoffset *= sensitivity;
|
||||
|
||||
yaw += xoffset;
|
||||
pitch += yoffset;
|
||||
|
||||
if(pitch > 89.0f)
|
||||
pitch = 89.0f;
|
||||
if(pitch < -89.0f)
|
||||
pitch = -89.0f;
|
||||
|
||||
|
||||
|
||||
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));
|
||||
cameraFront = glm::normalize(direction);
|
||||
}
|
||||
|
||||
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
|
||||
{
|
||||
fov -= (float)yoffset;
|
||||
if (fov < 1.0f)
|
||||
fov = 1.0f;
|
||||
if (fov > 45.0f)
|
||||
fov = 45.0f;
|
||||
}
|
||||
|
||||
int main() {
|
||||
@ -224,9 +290,18 @@ int main() {
|
||||
glm::vec3(-1.3f, 1.0f, -1.5f)
|
||||
};
|
||||
|
||||
|
||||
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
|
||||
glfwSetCursorPosCallback(window, mouse_callback);
|
||||
glfwSetScrollCallback(window, scroll_callback);
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
while(!glfwWindowShouldClose(window))
|
||||
{
|
||||
float currentFrame = glfwGetTime();
|
||||
deltaTime = currentFrame - lastFrame;
|
||||
lastFrame = currentFrame;
|
||||
|
||||
processInput(window);
|
||||
|
||||
|
||||
@ -243,13 +318,20 @@ int main() {
|
||||
glBindTexture(GL_TEXTURE_2D, texture2);
|
||||
|
||||
|
||||
// create transformations
|
||||
glm::mat4 model = glm::mat4(1.0f); // make sure to initialize matrix to identity matrix first
|
||||
glm::mat4 view = glm::mat4(1.0f);
|
||||
glm::mat4 projection = glm::mat4(1.0f);
|
||||
model = glm::rotate(model, (float)glfwGetTime(), glm::vec3(0.5f, 1.0f, 0.0f));
|
||||
view = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f));
|
||||
projection = glm::perspective(glm::radians(45.0f), (float)800 / (float)600, 0.1f, 100.0f);
|
||||
// create transformations
|
||||
glm::mat4 model = glm::mat4(1.0f); // make sure to initialize matrix to identity matrix first
|
||||
glm::mat4 view = glm::mat4(1.0f);
|
||||
glm::mat4 projection = glm::mat4(1.0f);
|
||||
model = glm::rotate(model, (float)glfwGetTime(), glm::vec3(0.5f, 1.0f, 0.0f));
|
||||
|
||||
// orbiting camera vectors
|
||||
const float radius = 10.0f;
|
||||
float camX = sin(glfwGetTime()) * radius;
|
||||
float camZ = cos(glfwGetTime()) * radius;
|
||||
|
||||
view = glm::lookAt(cameraPos, cameraPos + cameraFront, cameraUp);
|
||||
|
||||
projection = glm::perspective(glm::radians(fov), (float)800 / (float)600, 0.1f, 100.0f);
|
||||
|
||||
|
||||
// Pass a matrix to the shader
|
||||
|
Loading…
Reference in New Issue
Block a user