feat: rework few fonctions and change glew to glad

- game files deleted
This commit is contained in:
2025-12-06 14:53:19 +01:00
parent 71ad3a034c
commit d2942242b4
21 changed files with 355 additions and 422 deletions

View File

@@ -1,5 +1,8 @@
#include "camera.hpp"
#include <glad/glad.h>
#include <GLFW/glfw3.h>
Camera::Camera(int width, int height, GLFWwindow* window, float sensitivity)
: screenWidth(width),
screenHeight(height),
@@ -14,86 +17,87 @@ Camera::Camera(int width, int height, GLFWwindow* window, float sensitivity)
worldUp(0.0f, 1.0f, 0.0f),
firstMouse(true)
{
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
updateCameraVectors();
}
void Camera::update(float deltaTime)
{
processInput(deltaTime);
processMouseMovement();
updateCameraVectors();
processInput(deltaTime);
processMouseMovement();
updateCameraVectors();
}
void Camera::processInput(float deltaTime)
{
float velocity = speed * deltaTime;
float velocity = speed * deltaTime;
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
cameraPosition += cameraFront * velocity;
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
cameraPosition += cameraFront * velocity;
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
cameraPosition -= cameraFront * velocity;
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
cameraPosition -= cameraFront * velocity;
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
cameraPosition += cameraRight * velocity;
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
cameraPosition += cameraRight * velocity;
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
cameraPosition -= cameraRight * velocity;
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
cameraPosition -= cameraRight * velocity;
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
cameraPosition += cameraUp * velocity;
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
cameraPosition += cameraUp * velocity;
if (glfwGetKey(window, GLFW_KEY_LEFT_CONTROL) == GLFW_PRESS)
cameraPosition -= cameraUp * velocity;
if (glfwGetKey(window, GLFW_KEY_LEFT_CONTROL) == GLFW_PRESS)
cameraPosition -= cameraUp * velocity;
// Zoom
if (glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) == GLFW_PRESS)
fov = 35.0f;
else
fov = 45.0f;
// Zoom
fov = (glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) == GLFW_PRESS)
? 35.f
: 45.f;
}
void Camera::processMouseMovement()
{
double mouseX, mouseY;
glfwGetCursorPos(window, &mouseX, &mouseY);
if (firstMouse) {
mousePosX = mouseX;
mousePosY = mouseY;
firstMouse = false;
return;
}
float deltaX = static_cast<float>(mouseX - mousePosX);
float deltaY = static_cast<float>(mousePosY - mouseY);
double mouseX, mouseY;
glfwGetCursorPos(window, &mouseX, &mouseY);
if (firstMouse)
{
mousePosX = mouseX;
mousePosY = mouseY;
firstMouse = false;
return;
}
deltaX *= cameraSensitivity;
deltaY *= cameraSensitivity;
float deltaX = static_cast<float>(mouseX - mousePosX);
float deltaY = static_cast<float>(mousePosY - mouseY);
cameraYaw += deltaX;
cameraPitch += deltaY;
mousePosX = mouseX;
mousePosY = mouseY;
if (cameraPitch > 89.0f) cameraPitch = 89.0f;
if (cameraPitch < -89.0f) cameraPitch = -89.0f;
deltaX *= cameraSensitivity;
deltaY *= cameraSensitivity;
cameraYaw += deltaX;
cameraPitch += deltaY;
if (cameraPitch > 89.0f) cameraPitch = 89.0f;
if (cameraPitch < -89.0f) cameraPitch = -89.0f;
}
void Camera::updateCameraVectors()
{
glm::vec3 front;
front.x = cos(glm::radians(cameraYaw)) * cos(glm::radians(cameraPitch));
front.y = sin(glm::radians(cameraPitch));
front.z = sin(glm::radians(cameraYaw)) * cos(glm::radians(cameraPitch));
cameraFront = glm::normalize(front);
glm::vec3 front;
front.x = cos(glm::radians(cameraYaw)) * cos(glm::radians(cameraPitch));
front.y = sin(glm::radians(cameraPitch));
front.z = sin(glm::radians(cameraYaw)) * cos(glm::radians(cameraPitch));
cameraFront = glm::normalize(front);
cameraRight = glm::normalize(glm::cross(cameraFront, worldUp));
cameraUp = glm::normalize(glm::cross(cameraRight, cameraFront));
cameraRight = glm::normalize(glm::cross(cameraFront, worldUp));
cameraUp = glm::normalize(glm::cross(cameraRight, cameraFront));
}
glm::mat4 Camera::getViewMatrix()
{
return glm::lookAt(cameraPosition, cameraPosition + cameraFront, cameraUp);
}
return glm::lookAt(cameraPosition, cameraPosition + cameraFront, cameraUp);
}