added more camera movement

This commit is contained in:
2026-04-27 12:00:27 +02:00
parent d7efcff2c8
commit f5b5ac4d99
4 changed files with 69 additions and 11 deletions

View File

@@ -13,8 +13,8 @@ add_executable(${PROJECT_NAME} src/main.cpp
src/Shader.cpp src/Shader.cpp
include/Shader.hpp include/Shader.hpp
include/IndexBuffer.hpp include/IndexBuffer.hpp
libs/stb_image.hpp include/Camera.hpp
include/Camera.hpp) include/FPS_Camera.hpp)
target_compile_definitions(${PROJECT_NAME} PRIVATE $<$<CONFIG:Debug>:_DEBUG>) target_compile_definitions(${PROJECT_NAME} PRIVATE $<$<CONFIG:Debug>:_DEBUG>)

View File

@@ -1,11 +1,11 @@
#pragma once #pragma once
#include "glm/glm.hpp" #include "glm/glm.hpp"
#include "glm/ext/matrix_transform.hpp"
#include "glm/gtc/matrix_transform.hpp" #include "glm/gtc/matrix_transform.hpp"
class Camera { class Camera {
private: protected:
glm::vec3 position;
glm::mat4 projection; glm::mat4 projection;
glm::mat4 view; glm::mat4 view;
glm::mat4 viewProj; glm::mat4 viewProj;
@@ -14,6 +14,7 @@ public:
Camera(float fov, float width, float height) { Camera(float fov, float width, float height) {
projection = glm::perspective(fov/2.0f, width/height, 0.1f, 1000.f); projection = glm::perspective(fov/2.0f, width/height, 0.1f, 1000.f);
view = glm::mat4(1.0f); view = glm::mat4(1.0f);
position = glm::vec3(0.0f);
update(); update();
} }
@@ -21,11 +22,12 @@ public:
return viewProj; return viewProj;
} }
void update() { virtual void update() {
viewProj = projection * view; viewProj = projection * view;
} }
void translate(glm::vec3 v) { virtual void translate(glm::vec3 v) {
position += v;
view = glm::translate(view, v*-1.0f); view = glm::translate(view, v*-1.0f);
} }
}; };

51
include/FPS_Camera.hpp Normal file
View File

@@ -0,0 +1,51 @@
#pragma once
#include "Camera.hpp"
class FPSCamera : public Camera {
protected:
float yaw; // rotation y-axis
float pitch; // rotating x-axis
glm::vec3 lookAt;
const float mouseSensitivity = 0.3f;
glm::vec3 up;
public:
FPSCamera(float fov, float width, float height) : Camera(fov, width, height) {
up = glm::vec3(0.0f, 1.0f, 0.0f);
yaw = -90.0f;
pitch = 0.0f;
onMouseMoved(0.0f, 0.0f);
}
void onMouseMoved(float xRel, float yRel) {
yaw += xRel * mouseSensitivity;
pitch -= yRel * mouseSensitivity;
if (pitch > 89.0f) pitch = 89.0f;
else if (pitch < -89.0f) pitch = -89.0f;
glm::vec3 front;
front.x = cos(glm::radians(pitch)) * cos(glm::radians(yaw));
front.y = sin(glm::radians(pitch));
front.z = cos(glm::radians(pitch)) * sin(glm::radians(yaw));
lookAt = glm::normalize(front);
update();
}
void update() override {
view = glm::lookAt(position, position+lookAt, up);
viewProj = projection * view;
}
void moveFront(float amount) {
translate(lookAt * amount);
update();
}
void moveSideways(float amount) {
translate(glm::normalize(glm::cross(lookAt, up)) * amount);
update();
}
};

View File

@@ -10,6 +10,7 @@
#include "Shader.hpp" #include "Shader.hpp"
#define STB_IMAGE_IMPLEMENTATION #define STB_IMAGE_IMPLEMENTATION
#include "Camera.hpp" #include "Camera.hpp"
#include "FPS_Camera.hpp"
#include "stb_image.hpp" #include "stb_image.hpp"
#include "glm/glm.hpp" #include "glm/glm.hpp"
#include "glm/ext/matrix_transform.hpp" #include "glm/ext/matrix_transform.hpp"
@@ -92,6 +93,7 @@ int main() {
); );
SDL_GLContext context = SDL_GL_CreateContext(window); SDL_GLContext context = SDL_GL_CreateContext(window);
SDL_SetWindowRelativeMouseMode(window, true);
GLenum err = glewInit(); GLenum err = glewInit();
if (err != GLEW_OK) { if (err != GLEW_OK) {
@@ -170,7 +172,7 @@ int main() {
auto model = glm::mat4(1.0f); auto model = glm::mat4(1.0f);
model = glm::scale(model, glm::vec3(1.2f)); model = glm::scale(model, glm::vec3(1.2f));
Camera camera(90.0f, 800.0f, 600.0f); FPSCamera camera(90.0f, 800.0f, 600.0f);
camera.translate(glm::vec3(0.0f, 0.0f, 5.0f)); camera.translate(glm::vec3(0.0f, 0.0f, 5.0f));
camera.update(); camera.update();
@@ -182,6 +184,7 @@ int main() {
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); //glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
float time = 0.0f; float time = 0.0f;
float cameraSpeed = 6.0f;
bool running = true; bool running = true;
SDL_Event e; SDL_Event e;
@@ -211,6 +214,8 @@ int main() {
case SDLK_D: btnD = false; break; case SDLK_D: btnD = false; break;
default: break; default: break;
} }
} else if (e.type == SDL_EVENT_MOUSE_MOTION) {
camera.onMouseMoved(e.motion.xrel, e.motion.yrel);
} }
} }
@@ -219,16 +224,16 @@ int main() {
time += delta; time += delta;
if (btnW) { if (btnW) {
camera.translate(glm::vec3(0.0f, 0.0f, -2.0f*delta)); camera.moveFront(delta * cameraSpeed);
} }
if (btnS) { if (btnS) {
camera.translate(glm::vec3(0.0f, 0.0f, 2.0f*delta)); camera.moveFront(- delta * cameraSpeed);
} }
if (btnA) { if (btnA) {
camera.translate(glm::vec3(-1.0f*delta, 0.0f, 0.0f)); camera.moveSideways(- delta * cameraSpeed);
} }
if (btnD) { if (btnD) {
camera.translate(glm::vec3(1.0f*delta, 0.0f, 0.0f)); camera.moveSideways(delta * cameraSpeed);
} }
camera.update(); camera.update();