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#ifndef CAMERA_INCLUDED_H
#define CAMERA_INCLUDED_H
#include <glm/glm.hpp>
#include <glm/gtx/transform.hpp>
struct Camera {
public:
Camera(const glm::vec3 & pos, float fov, float aspect, float zNear, float zFar)
{
this->pos = pos;
this->forward = glm::vec3(0.0f, 0.0f, 1.0f);
this->up = glm::vec3(0.0f, 1.0f, 0.0f);
this->projection = glm::perspective(fov, aspect, zNear, zFar);
}
inline glm::mat4
GetViewProjection() const
{
return projection * glm::lookAt(pos, pos + forward, up);
}
// void MoveForward(float amt)
//{
// pos += forward * amt;
//}
// void MoveRight(float amt)
//{
// pos += glm::cross(up, forward) * amt;
//}
// void Pitch(float angle)
//{
// glm::vec3 right = glm::normalize(glm::cross(up, forward));
// forward = glm::vec3(glm::normalize(glm::rotate(angle, right) * glm::vec4(forward, 0.0)));
// up = glm::normalize(glm::cross(forward, right));
//}
// void RotateY(float angle)
//{
// static const glm::vec3 UP(0.0f, 1.0f, 0.0f);
// glm::mat4 rotation = glm::rotate(angle, UP);
// forward = glm::vec3(glm::normalize(rotation * glm::vec4(forward, 0.0)));
// up = glm::vec3(glm::normalize(rotation * glm::vec4(up, 0.0)));
//}
protected:
private:
glm::mat4 projection;
glm::vec3 pos;
glm::vec3 forward;
glm::vec3 up;
};
#endif
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