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Camera.cpp
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53 lines (46 loc) · 1.7 KB
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#include "Camera.h"
Camera::Camera()
{
float fovy = 60.0f;
float zNear = 0.1f;
float zFar = 100.0f;
width = 800;
height = 600;
lightPos = glm::vec3(5, 10, 10);
lightColor = glm::vec3(1, 1, 1);
cameraPos = glm::vec3(0,0.5f,0.5f);
lookAtPos = glm::vec3(0.0f, 0.3f, 0.0f);
cameraUp = glm::vec3(0, 1, 0);
viewDirection = glm::normalize(lookAtPos - cameraPos);
projectionMatrix = glm::perspective(fovy, float(width) / float(height), zNear, zFar);
viewMatrix = glm::lookAt(cameraPos, lookAtPos,cameraUp);
}
Camera::~Camera()
{
}
void Camera::UpdatePosition(float rotationX, float rotationY)
{
glm::mat4 Transform = utilityCore::buildTransformationMatrix(glm::vec3(0.0f), glm::vec3(-rotationY, rotationX, 0.0f), glm::vec3(1.0f));
glm::vec4 cameraPos4(cameraPos, 1.0f);
glm::vec4 up4(cameraUp, 0.0f);
glm::vec4 newPos = Transform * cameraPos4;
glm::vec4 newUp = Transform * cameraPos4;
cameraPos = glm::vec3(newPos.x, newPos.y, newPos.z);
cameraUp = glm::vec3(newUp.x, newUp.y, newUp.z);
viewDirection = glm::normalize(lookAtPos - cameraPos);
viewMatrix = glm::lookAt(cameraPos, lookAtPos, cameraUp);
}
void Camera::UpdatePosition(float zOffset)
{
glm::vec3 translate = viewDirection * zOffset;
glm::mat4 Transform = utilityCore::buildTransformationMatrix(translate, glm::vec3(0), glm::vec3(1.0f));
glm::vec4 cameraPos4(cameraPos, 1.0f);
glm::vec4 up4(cameraUp, 0.0f);
glm::vec4 newPos = Transform * cameraPos4;
glm::vec4 newUp = Transform * cameraPos4;
if (glm::length(newPos) <= 0.5) return;
cameraPos = glm::vec3(newPos.x, newPos.y, newPos.z);
cameraUp = glm::vec3(newUp.x, newUp.y, newUp.z);
viewDirection = glm::normalize(lookAtPos - cameraPos);
viewMatrix = glm::lookAt(cameraPos, lookAtPos, cameraUp);
}