65 lines
1.8 KiB
C
65 lines
1.8 KiB
C
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#pragma once
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#include <glad/glad.h>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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enum CameraMovement {
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FORWARD,
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BACKWARD,
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LEFT,
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RIGHT,
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UP,
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DOWN
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};
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const float YAW = -90.0f;
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const float PITCH = 0.0f;
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const float SPEED = 2.5f;
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const float SENSITIVITY = 0.1f;
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const float ZOOM = 45.0f;
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class Camera
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{
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public:
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// Camera Attributes
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glm::vec3 Position;
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glm::vec3 Front;
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glm::vec3 Up;
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glm::vec3 Right;
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glm::vec3 WorldUp;
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// Euler Angles
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float Yaw;
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float Pitch;
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// Camera options
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float MovementSpeed;
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float MouseSensitivity;
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float Zoom;
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Camera(glm::vec3 position = glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3 up = glm::vec3(0.0f, 1.0f, 0.0f), float yaw = YAW, float pitch = PITCH) : Front(glm::vec3(0.0f, 0.0f, -1.0f)), MovementSpeed(SPEED), MouseSensitivity(SENSITIVITY), Zoom(ZOOM)
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{
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Position = position;
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WorldUp = up;
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Yaw = yaw;
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Pitch = pitch;
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UpdateCameraVectors();
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}
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Camera(float posX, float posY, float posZ, float upX, float upY, float upZ, float yaw, float pitch) : Front(glm::vec3(0.0f, 0.0f, -1.0f)), MovementSpeed(SPEED), MouseSensitivity(SENSITIVITY), Zoom(ZOOM)
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{
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Position = glm::vec3(posX, posY, posZ);
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WorldUp = glm::vec3(upX, upY, upZ);
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Yaw = yaw;
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Pitch = pitch;
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UpdateCameraVectors();
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}
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glm::mat4 GetViewMatrix() const;
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glm::mat4 LookAt(glm::vec3 position, glm::vec3 direction, glm::vec3 up);
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void ProcessKeyboard(CameraMovement direction, float deltaTime);
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void ProcessMouseMovement(float xoffset, float yoffset, GLboolean constrainPitch = true);
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void ProcessMouseScroll(float yoffset);
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private:
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void UpdateCameraVectors();
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};
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