Added basic camera functionality
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7 changed files with 200 additions and 17 deletions
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include/camera.hpp
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include/camera.hpp
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/*****************************************************************//**
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* \file camera.hpp
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* \brief Contains anything relevant to cameras
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*
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* \author Lauchmelder
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* \date January 2021
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*********************************************************************/
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#ifndef CAMERA_HPP
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#define CAMERA_HPP
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#include <core.hpp>
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#include <transformable.hpp>
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namespace oglu
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{
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class Object;
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/**
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* @brief A camera object in 3D space.
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*
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* This class unites a world- and projection matrix.
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*/
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class OGLU_API Camera : public Transformable
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{
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public:
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/**
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* @brief Create a default camera.
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*
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* Sits at the origin, looks in negative z-direction.
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* FOV: 45.0°
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* Aspect ratio: Matches the viewport
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* zNear: 0.1f
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* zFar: 100.0f
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*/
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Camera();
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/**
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* @brief Copy another camera.
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*
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* Every property of @p other is copied.
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*
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* @param[in] other The camera to copy from
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*/
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Camera(const Camera& other);
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/**
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* @brief Create a new camera.
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*
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* Sits at the origin, looks in negative z-direction.
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* The other properties are set from the parameters
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*
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* @param[in] fov The FOV (field of view) of the camera
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* @param[in] aspectRatio The aspect ratio of the camera. (Setting this to 0.f will use your viewport's aspect ratio)
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* @param[in] zNear Near z clipping plane
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* @param[in] zNear Far z clipping plane
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*/
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Camera(float fov, float aspectRatio, float zNear, float zFar);
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~Camera();
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/**
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* @brief Have camera face at a certain position.
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*
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* This will adjust the camera's rotation in order to put the
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* specified coordinate at the center of the screen.
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*
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* @param[in] x Target x coordinate
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* @param[in] y Target y coordinate
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* @param[in] z Target z coordinate
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*/
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void LookAt(GLfloat x, GLfloat y, GLfloat z);
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/**
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* @brief Have camera face at a certain position.
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*
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* This will adjust the camera's rotation in order to put the
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* specified coordinate at the center of the screen.
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*
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* @param[in] target 3D vector with the target position
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*/
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void LookAt(const GLfloat* target);
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/**
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* @brief Have camera face at a certain position.
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*
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* This will adjust the camera's rotation in order to put the
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* specified coordinate at the center of the screen.
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*
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* @param[in] target An object to target
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*/
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void LookAt(const Object& target);
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/**
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* @brief Gets the projection matrix of the camera.
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*
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* @returns a 4x4 projection matrix.
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*/
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const float* GetProjectionMatrix();
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private:
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float aspectRatio; ///< Aspect ration of the camera
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float fov; ///< FOV of the camera
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float zNear; ///< Near z clipping plane
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float zFar; ///< Far z clipping plane
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float* projection;
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};
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}
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#endif
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