Files
learnopengl/src/core/camera.cpp

135 lines
3.2 KiB
C++
Executable File

#include "core/camera.hpp"
#include "GLFW/glfw3.h"
#include "glm/ext/matrix_transform.hpp"
#include "glm/ext/matrix_clip_space.hpp"
Camera::Camera(int width, int height, GLFWwindow* window, float sensitivity)
: width(width),
height(height),
window(window),
cameraSensitivity(sensitivity)
{
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
updateCameraVectors();
}
void Camera::update(float deltaTime)
{
processInput(deltaTime);
processMouseMovement();
updateCameraVectors();
}
// TODO: callback management
void Camera::processInput(float deltaTime)
{
float velocity = speed * deltaTime;
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_D) == 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_LEFT_CONTROL) == GLFW_PRESS)
cameraPosition -= cameraUp * velocity;
// 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);
mousePosX = mouseX;
mousePosY = mouseY;
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);
cameraRight = glm::normalize(glm::cross(cameraFront, worldUp));
cameraUp = glm::normalize(glm::cross(cameraRight, cameraFront));
}
glm::mat4 Camera::getViewMatrix() const
{
return glm::lookAt(cameraPosition, cameraPosition + cameraFront, cameraUp);
}
glm::mat4 Camera::getProjectionMatrix() const
{
return glm::perspective(
glm::radians(this->fov),
static_cast<float>(this->width) / static_cast<float>(this->height), 0.1f,
100.0f);
}
void Camera::setSpeed(float newSpeed)
{
if (newSpeed > 0.0f)
{
speed = newSpeed;
}
}
void Camera::setCameraSensitivity(float newSensitivity)
{
if (newSensitivity > 0.0f)
{
cameraSensitivity = newSensitivity;
}
}
void Camera::setFov(float newFov)
{
if (newFov > 1.0f && newFov < 179.0f)
{
fov = newFov;
}
}
void Camera::setPosition(const glm::vec3& newPosition)
{
cameraPosition = newPosition;
}