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#ifndef ENGINE_CAMERA_H
#define ENGINE_CAMERA_H
#include <GL/glew.h>
#include <glm/glm.hpp>
enum camera_move {
FORWARD,
BACKWARD,
LEFT,
RIGHT
};
class Camera {
glm::vec3 position;
glm::vec3 front, up, right;
glm::vec3 world_up;
GLfloat yaw; // around x
GLfloat pitch; // around y
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 = -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 UpdateView(GLfloat delta_x, GLfloat delta_y);
void UpdateFov(GLfloat delta_y);
private:
void UpdateVectors();
};
#endif /* ENGINE_CAMERA_H */
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