finished camera section (TODO: add camera class)

This commit is contained in:
Daniel 2023-08-03 13:00:10 +02:00
parent 0ea858953b
commit e8e2408b9d

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: Look around // Chapter: Camera class
// //
// 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
@ -38,6 +38,10 @@ vec3 cameraUp = vec3(0.0f, 1.0f, 0.0f);
float deltaTime = 0.0f; float deltaTime = 0.0f;
float lastFrameTime = 0.0f; float lastFrameTime = 0.0f;
float pitch = 0.0f, yaw = -90.0f, fov = 45.0f;
float mouseLastX = WINDOW_WIDTH / 2, mouseLastY = WINDOW_HEIGHT / 2;
bool firstMouseMove = true;
void OnWindowResize(GLFWwindow* window, int width, int height) void OnWindowResize(GLFWwindow* window, int width, int height)
{ {
@ -66,10 +70,59 @@ void ProcessInput(GLFWwindow* window)
cameraFront += glm::normalize(glm::cross(cameraFront, cameraUp)) * cameraSpeed * 0.25f; cameraFront += glm::normalize(glm::cross(cameraFront, cameraUp)) * cameraSpeed * 0.25f;
} }
void Configure() void OnMouseMove(GLFWwindow* window, double xpos, double ypos)
{ {
if (firstMouseMove)
{
firstMouseMove = false;
mouseLastX = xpos;
mouseLastY = ypos;
return;
}
float xoffset = xpos - mouseLastX;
float yoffset = mouseLastY - ypos; // reversed since y-coordinates range from bottom to top
mouseLastX = xpos;
mouseLastY = 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 OnScroll(GLFWwindow* window, double xoffset, double yoffset)
{
fov -= (float)yoffset;
if (fov < 1.0f)
fov = 1.0f;
if (fov > 90.0f)
fov = 90.0f;
}
void Configure(GLFWwindow *window)
{
OnWindowResize(window, WINDOW_WIDTH, WINDOW_HEIGHT);
glfwSetFramebufferSizeCallback(window, OnWindowResize);
glfwSetCursorPosCallback(window, OnMouseMove);
glfwSetScrollCallback(window, OnScroll);
stbi_set_flip_vertically_on_load(true); // because an image has 0 at top of y axis and opengl expects it to be on the botton, so if this is omitted, the image will be flipped stbi_set_flip_vertically_on_load(true); // because an image has 0 at top of y axis and opengl expects it to be on the botton, so if this is omitted, the image will be flipped
glEnable(GL_DEPTH_TEST); glEnable(GL_DEPTH_TEST);
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
} }
int main() int main()
@ -97,10 +150,7 @@ int main()
return -1; return -1;
} }
OnWindowResize(window, WINDOW_WIDTH, WINDOW_HEIGHT); Configure(window);
glfwSetFramebufferSizeCallback(window, OnWindowResize);
Configure();
float vertices[] = { // object coordinates, uv-coordinates float vertices[] = { // object coordinates, uv-coordinates
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
@ -205,7 +255,6 @@ 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 projectionMatrix = glm::perspective(glm::radians(45.0f), 800.0f / 600.0f, 0.1f, 100.0f);
// main loop // main loop
while(!glfwWindowShouldClose(window)) while(!glfwWindowShouldClose(window))
@ -220,6 +269,7 @@ int main()
ProcessInput(window); ProcessInput(window);
mat4 viewMatrix = glm::lookAt(cameraPosition, cameraPosition + cameraFront, cameraUp); mat4 viewMatrix = glm::lookAt(cameraPosition, cameraPosition + cameraFront, cameraUp);
mat4 projectionMatrix = glm::perspective(glm::radians(fov), 800.0f / 600.0f, 0.1f, 100.0f);
shader->Use(); shader->Use();
shader->SetInt("ourTexture1", 0); shader->SetInt("ourTexture1", 0);