started section "Camera"

This commit is contained in:
Daniel 2023-08-02 13:29:47 +02:00
parent 178fb8a9bf
commit 6a51a7a0ae

View File

@ -12,7 +12,7 @@
#include "util/stb_image.h" #include "util/stb_image.h"
// Continue: https://learnopengl.com/Getting-started/Camera // Continue: https://learnopengl.com/Getting-started/Camera
// Chapter: Not started // Chapter: Walk around
// //
// TODO: look at project->properties->VC++ Directories-> change everything to the Environment var // TODO: look at project->properties->VC++ Directories-> change everything to the Environment var
// For the "real" Nebulix Engine setup everything so it can be compiled/used with VSCode/CLion and not just VS // For the "real" Nebulix Engine setup everything so it can be compiled/used with VSCode/CLion and not just VS
@ -183,8 +183,18 @@ int main()
Texture2D containerImage("images/container.jpg"); Texture2D containerImage("images/container.jpg");
Texture2D faceImage("images/awesomeface.png", 0, GL_RGBA); Texture2D faceImage("images/awesomeface.png", 0, GL_RGBA);
mat4 viewMatrix = mat4(1.0f);
viewMatrix = glm::translate(viewMatrix, vec3(0, 0, -3.0f)); vec3 cameraPosition = vec3(0.0f, 0, 3.0f);
vec3 cameraTarget = vec3(0.0f, 0.0f, 0.0f);
vec3 cameraDirection = glm::normalize(cameraPosition - cameraTarget);
vec3 worldUp = vec3(0.0f, 1.0f, 0.0f);
vec3 cameraRight = glm::normalize(glm::cross(worldUp, cameraDirection)); // vector pointing to the right of the camera
vec3 cameraUp = glm::cross(cameraDirection, cameraRight);
//mat4 viewMatrix = glm::lookAt(cameraPosition, cameraTarget, worldUp);
mat4 projectionMatrix = glm::perspective(glm::radians(45.0f), 800.0f / 600.0f, 0.1f, 100.0f); mat4 projectionMatrix = glm::perspective(glm::radians(45.0f), 800.0f / 600.0f, 0.1f, 100.0f);
float timeLastFrame = glfwGetTime(); float timeLastFrame = glfwGetTime();
@ -196,6 +206,11 @@ int main()
ProcessInput(window); ProcessInput(window);
const float radius = 10.0f;
float camX = sin(glfwGetTime()) * radius;
float camZ = cos(glfwGetTime()) * radius;
mat4 viewMatrix = glm::lookAt(vec3(camX, 0, camZ), cameraTarget, worldUp);
shader->Use(); shader->Use();
shader->SetInt("ourTexture1", 0); shader->SetInt("ourTexture1", 0);
shader->SetInt("ourTexture2", 1); shader->SetInt("ourTexture2", 1);
@ -210,7 +225,6 @@ int main()
float time = glfwGetTime(); float time = glfwGetTime();
for (int i = 0; i < 10; i++) // somehow cubePositions->length() does not return the correct number? for (int i = 0; i < 10; i++) // somehow cubePositions->length() does not return the correct number?
{ {
std::cout << i << ": " << i % 3;
mat4 model = mat4(1.0f); mat4 model = mat4(1.0f);
model = glm::translate(model, cubePositions[i]); model = glm::translate(model, cubePositions[i]);
float angle = (20.0f * i); float angle = (20.0f * i);
@ -221,7 +235,6 @@ int main()
//glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); // for EBOs //glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); // for EBOs
glDrawArrays(GL_TRIANGLES, 0, 36); // for VAOs glDrawArrays(GL_TRIANGLES, 0, 36); // for VAOs
std::cout << std::endl;
} }
glfwSwapBuffers(window); glfwSwapBuffers(window);