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-rw-r--r--src/graphics/Camera.cpp25
-rw-r--r--src/graphics/Camera.hpp23
2 files changed, 26 insertions, 22 deletions
diff --git a/src/graphics/Camera.cpp b/src/graphics/Camera.cpp
index 2058d5e..cf6b165 100644
--- a/src/graphics/Camera.cpp
+++ b/src/graphics/Camera.cpp
@@ -5,29 +5,36 @@ using namespace glm;
Camera::Camera(vec3 a_pos, vec3 a_front, vec3 a_up,
GLfloat a_yaw, GLfloat a_pitch)
- : move_speed(init_speed),
- mouse_sensitivity(init_sensitivity),
- fov(init_fov)
{
position = a_pos;
up = a_up;
world_up = up;
+
yaw = a_yaw;
pitch = a_pitch;
+
+ move_speed = 1.0f;
+ mouse_sensitivity = 0.25f;
+
+ fov = radians(45.0f);
+ near = 0.1f;
+ far = 100.0f;
UpdateVectors();
}
mat4 Camera::GetProjViewMatrix(int w_width, int w_height)
{
- return
- perspective(fov, (GLfloat)w_width / (GLfloat)w_height, 0.1f, 100.0f) *
+ return
+ perspective(fov,
+ (GLfloat)w_width / (GLfloat)w_height, near, far) *
lookAt(position, position + front, up);
}
mat4 Camera::GetSkyboxMatrix(int w_width, int w_height)
{
- return
- perspective(fov, (GLfloat)w_width / (GLfloat)w_height, 0.1f, 100.0f) *
+ return
+ perspective(fov,
+ (GLfloat)w_width / (GLfloat)w_height, near, far) *
mat4(mat3(lookAt(position, position + front, up)));
}
@@ -52,7 +59,7 @@ void Camera::Movement(camera_move direction, GLfloat delta_time)
UpdateVectors();
}
-void Camera::View(GLfloat delta_x, GLfloat delta_y)
+void Camera::UpdateView(GLfloat delta_x, GLfloat delta_y)
{
yaw += delta_x * mouse_sensitivity;
pitch -= delta_y * mouse_sensitivity; // if '+' then inverse
@@ -65,7 +72,7 @@ void Camera::View(GLfloat delta_x, GLfloat delta_y)
UpdateVectors();
}
-void Camera::Fov(GLfloat delta_y)
+void Camera::UpdateFov(GLfloat delta_y)
{
if(!delta_y)
return;
diff --git a/src/graphics/Camera.hpp b/src/graphics/Camera.hpp
index 6182b5f..fe8be22 100644
--- a/src/graphics/Camera.hpp
+++ b/src/graphics/Camera.hpp
@@ -11,18 +11,9 @@ enum camera_move {
RIGHT
};
-const GLfloat
- init_yaw = -90.0f,
- init_pitch = 0.0f,
- init_speed = 2.5f,
- init_sensitivity = 0.25f,
- init_fov = glm::radians(45.0f);
-
class Camera {
glm::vec3 position;
- glm::vec3 front;
- glm::vec3 up;
- glm::vec3 right;
+ glm::vec3 front, up, right;
glm::vec3 world_up;
GLfloat yaw; // around x
@@ -30,18 +21,24 @@ class Camera {
GLfloat move_speed;
GLfloat mouse_sensitivity;
+
GLfloat fov;
+ GLfloat near, far;
public:
Camera(glm::vec3 a_pos = glm::vec3(0.0f, 0.0f, 5.0f),
glm::vec3 a_front = glm::vec3(0.0f, 0.0f, -1.0f),
glm::vec3 a_up = glm::vec3(0.0f, 1.0f, 0.0f),
- GLfloat a_yaw = init_yaw, GLfloat a_pitch = init_pitch);
+ GLfloat a_yaw = -90.0f, GLfloat a_pitch = 0.0f);
+ void SetSpeed(GLfloat a_speed) { move_speed = a_speed; }
+ void SetSensitivity(GLfloat a_sens) { mouse_sensitivity = a_sens; }
+ void SetPerspective(GLfloat a_fov, GLfloat a_near, GLfloat a_far)
+ { fov = a_fov; near = a_near; far = a_far; }
glm::mat4 GetProjViewMatrix(int w_width, int w_height);
glm::mat4 GetSkyboxMatrix(int w_width, int w_height);
void Movement(camera_move direction, GLfloat deltaTime);
- void View(GLfloat delta_x, GLfloat delta_y);
- void Fov(GLfloat delta_y);
+ void UpdateView(GLfloat delta_x, GLfloat delta_y);
+ void UpdateFov(GLfloat delta_y);
private:
void UpdateVectors();
};