VoxelEngine/src/window/Camera.cpp
2023-12-05 14:47:46 +03:00

72 lines
1.5 KiB
C++

#include "Camera.h"
#include "Window.h"
#include <glm/ext.hpp>
using glm::vec3;
using glm::vec4;
using glm::mat4;
Camera::Camera(vec3 position, float fov) : fov(fov), position(position), zoom(1.0f), rotation(1.0f) {
updateVectors();
}
void Camera::updateVectors(){
front = vec3(rotation * vec4(0,0,-1,1));
right = vec3(rotation * vec4(1,0,0,1));
up = vec3(rotation * vec4(0,1,0,1));
dir = vec3(rotation * vec4(0,0,-1,1));
dir.y = 0;
float len = length(dir);
if (len > 0.0f){
dir.x /= len;
dir.z /= len;
}
}
void Camera::rotate(float x, float y, float z){
rotation = glm::rotate(rotation, z, vec3(0,0,1));
rotation = glm::rotate(rotation, y, vec3(0,1,0));
rotation = glm::rotate(rotation, x, vec3(1,0,0));
updateVectors();
}
mat4 Camera::getProjection(){
float aspect = this->aspect;
if (aspect == 0.0f){
aspect = (float)Window::width / (float)Window::height;
}
if (perspective)
return glm::perspective(fov*zoom, aspect, 0.05f, 1500.0f);
else
if (flipped)
return glm::ortho(0.0f, fov*aspect, fov, 0.0f);
else
return glm::ortho(0.0f, fov*aspect, 0.0f, fov);
}
mat4 Camera::getView(bool pos){
vec3 position = this->position;
if (!pos) {
position = vec3(0.0f);
}
if (perspective) {
return glm::lookAt(position, position+front, up);
} else {
return glm::translate(glm::mat4(1.0f), position);
}
}
mat4 Camera::getProjView(){
return getProjection()*getView();
}
void Camera::setFov(float fov) {
this->fov = fov;
}
float Camera::getFov() const {
return fov;
}