[8a6d19d] | 1 | // Include GLFW
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| 2 | #include <GLFW/glfw3.h>
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| 3 | extern GLFWwindow* window; // The "extern" keyword here is to access the variable "window" declared in tutorialXXX.cpp. This is a hack to keep the tutorials simple. Please avoid this.
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| 4 |
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| 5 | // Include GLM
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| 6 | #include <glm/glm.hpp>
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| 7 | #include <glm/gtc/matrix_transform.hpp>
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| 8 | using namespace glm;
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| 9 |
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| 10 | #include "controls.hpp"
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| 11 |
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| 12 | glm::mat4 ViewMatrix;
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| 13 | glm::mat4 ProjectionMatrix;
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| 14 |
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| 15 | glm::mat4 getViewMatrix(){
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| 16 | return ViewMatrix;
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| 17 | }
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| 18 | glm::mat4 getProjectionMatrix(){
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| 19 | return ProjectionMatrix;
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| 20 | }
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| 21 |
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| 22 |
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| 23 | // Initial position : on +Z
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| 24 | glm::vec3 position = glm::vec3( 0, 0, 5 );
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| 25 | // Initial horizontal angle : toward -Z
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| 26 | float horizontalAngle = 3.14f;
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| 27 | // Initial vertical angle : none
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| 28 | float verticalAngle = 0.0f;
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| 29 | // Initial Field of View
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| 30 | float initialFoV = 45.0f;
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| 31 |
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| 32 | float speed = 3.0f; // 3 units / second
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| 33 | float mouseSpeed = 0.005f;
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| 34 |
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| 35 |
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| 36 |
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[92bc4fe] | 37 | void computeMatricesFromInputs(int windowWidth, int windowHeight) {
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[8a6d19d] | 38 |
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| 39 | // glfwGetTime is called only once, the first time this function is called
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| 40 | static double lastTime = glfwGetTime();
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| 41 |
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| 42 | // Compute time difference between current and last frame
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| 43 | double currentTime = glfwGetTime();
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| 44 | float deltaTime = float(currentTime - lastTime);
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| 45 |
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| 46 | // Get mouse position
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| 47 | double xpos, ypos;
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| 48 | glfwGetCursorPos(window, &xpos, &ypos);
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| 49 |
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| 50 | // Reset mouse position for next frame
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| 51 | glfwSetCursorPos(window, 1024/2, 768/2);
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| 52 |
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| 53 | // Compute new orientation
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| 54 | /* STOP ROTATION FOR NOW */
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| 55 | horizontalAngle += mouseSpeed * float(1024/2 - xpos );
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| 56 | verticalAngle += mouseSpeed * float( 768/2 - ypos );
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| 57 |
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| 58 | // Direction : Spherical coordinates to Cartesian coordinates conversion
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| 59 | glm::vec3 direction(
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| 60 | cos(verticalAngle) * sin(horizontalAngle),
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| 61 | sin(verticalAngle),
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| 62 | cos(verticalAngle) * cos(horizontalAngle)
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| 63 | );
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| 64 |
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| 65 | // Right vector
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| 66 | glm::vec3 right = glm::vec3(
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| 67 | sin(horizontalAngle - 3.14f/2.0f),
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| 68 | 0,
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| 69 | cos(horizontalAngle - 3.14f/2.0f)
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| 70 | );
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| 71 |
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| 72 | // Up vector
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| 73 | glm::vec3 up = glm::cross( right, direction );
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| 74 |
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| 75 | // Move forward
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| 76 | if (glfwGetKey( window, GLFW_KEY_UP ) == GLFW_PRESS){
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| 77 | position += direction * deltaTime * speed;
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| 78 | }
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| 79 | // Move backward
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| 80 | if (glfwGetKey( window, GLFW_KEY_DOWN ) == GLFW_PRESS){
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| 81 | position -= direction * deltaTime * speed;
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| 82 | }
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| 83 | // Strafe right
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| 84 | if (glfwGetKey( window, GLFW_KEY_RIGHT ) == GLFW_PRESS){
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| 85 | position += right * deltaTime * speed;
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| 86 | }
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| 87 | // Strafe left
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| 88 | if (glfwGetKey( window, GLFW_KEY_LEFT ) == GLFW_PRESS){
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| 89 | position -= right * deltaTime * speed;
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| 90 | }
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| 91 |
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| 92 | float FoV = initialFoV;// - 5 * glfwGetMouseWheel(); // Now GLFW 3 requires setting up a callback for this. It's a bit too complicated for this beginner's tutorial, so it's disabled instead.
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| 93 |
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| 94 | // Projection matrix : 45� Field of View, 4:3 ratio, display range : 0.1 unit <-> 100 units
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| 95 | ProjectionMatrix = glm::perspective(FoV, 4.0f / 3.0f, 0.1f, 100.0f);
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| 96 | // Camera matrix
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| 97 | ViewMatrix = glm::lookAt(
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| 98 | position, // Camera is here
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| 99 | position+direction, // and looks here : at the same position, plus "direction"
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| 100 | up // Head is up (set to 0,-1,0 to look upside-down)
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| 101 | );
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| 102 |
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| 103 | // For the next frame, the "last time" will be "now"
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| 104 | lastTime = currentTime;
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| 105 | }
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