Improved camera, added new example
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13e924538c
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14 changed files with 335 additions and 10106 deletions
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@ -81,7 +81,6 @@ namespace oglu
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void Camera::LookAt(const glm::vec3& target)
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{
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front = glm::normalize(target - position);
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transformation = glm::lookAt(position, position + front, glm::vec3(0.0f, 1.0f, 0.0f));
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right = glm::normalize(glm::cross(front, glm::vec3(0.0f, 1.0f, 0.0f)));
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up = glm::normalize(glm::cross(right, front));
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}
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@ -94,26 +93,51 @@ namespace oglu
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void Camera::Pan(float angle)
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{
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front = glm::rotate(glm::angleAxis(glm::radians(angle), up), front);
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transformation = glm::lookAt(position, position + front, glm::vec3(0.0f, 1.0f, 0.0f));
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right = glm::normalize(glm::cross(front, glm::vec3(0.0f, 1.0f, 0.0f)));
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}
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void Camera::Tilt(float angle)
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{
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front = glm::rotate(glm::angleAxis(glm::radians(angle), right), front);
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transformation = glm::lookAt(position, position + front, glm::vec3(0.0f, 1.0f, 0.0f));
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up = glm::normalize(glm::cross(right, front));
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}
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void Camera::Roll(float angle)
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{
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up = glm::rotate(glm::angleAxis(glm::radians(angle), front), front);
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transformation = glm::lookAt(position, position + front, up);
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right = glm::normalize(glm::cross(front, up));
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}
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void Camera::Forward(float amount)
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{
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position += front * amount;
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}
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void Camera::Sideways(float amount)
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{
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position += right * amount;
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}
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void Camera::Upwards(float amount)
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{
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position += up * amount;
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}
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void Camera::SetFOV(float fov)
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{
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this->fov = fov;
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projection = glm::perspective(fov, aspectRatio, zNear, zFar);
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}
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void Camera::SetAspectRatio(float aspectRatio)
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{
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this->aspectRatio = aspectRatio;
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projection = glm::perspective(fov, aspectRatio, zNear, zFar);
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}
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const glm::mat4& Camera::GetMatrix()
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{
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transformation = glm::lookAt(position, position + front, glm::vec3(0.0f, 1.0f, 0.0f));
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return transformation;
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}
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