#ifndef CAMERA_H #define CAMERA_H #include #include #include #include #include #include "chunk.hpp" class Camera { public: Camera() { view = glm::mat4(1.0f); // note that we're translating the scene in the reverse direction of where we want to move projection = glm::perspective(glm::radians(90.0f), 800.0f / 600.0f, 0.1f, 200.0f); } void update(GLFWwindow *window, float deltaTime) { const float cameraSpeed = 10.0f * deltaTime; // adjust accordingly if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) this->cameraPos += cameraSpeed * cameraFront; if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) this->cameraPos -= cameraSpeed * cameraFront; if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) this->cameraPos -= glm::normalize(glm::cross(cameraFront, cameraUp)) * cameraSpeed; if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) this->cameraPos += glm::normalize(glm::cross(cameraFront, cameraUp)) * cameraSpeed; if (glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS) this->cameraPos += cameraSpeed * cameraUp; if (glfwGetKey(window, GLFW_KEY_Z) == GLFW_PRESS) this->cameraPos -= cameraSpeed * cameraUp; direction.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch)); direction.y = sin(glm::radians(pitch)); direction.z = sin(glm::radians(yaw)) * cos(glm::radians(pitch)); cameraFront = glm::normalize(direction); view = glm::lookAt(cameraPos, cameraPos + cameraFront, cameraUp); } void viewPortCallBack(GLFWwindow *window, int width, int height) { projection = glm::perspective(glm::radians(70.0f), (float)width / (float)height, 0.1f, 350.0f); } void mouseCallback(GLFWwindow *window, double xpos, double ypos) { float xoffset = xpos - lastX; float yoffset = lastY - ypos; // reversed since y-coordinates range from bottom to top lastX = xpos; lastY = ypos; const float sensitivity = 0.1f; xoffset *= sensitivity; yoffset *= sensitivity; yaw += xoffset; pitch += yoffset; if (pitch > 89.0f) pitch = 89.0f; if (pitch < -89.0f) pitch = -89.0f; } glm::vec3 getPos() { return cameraPos; } glm::vec3 getFront() { return cameraFront; } glm::vec3 getUp() { return cameraUp; } glm::mat4 getView() { return view; } glm::mat4 getProjection() { return projection; } private: glm::vec3 cameraPos = glm::vec3(static_cast(CHUNK_SIZE)*24, 40.0f, static_cast(CHUNK_SIZE)*24); glm::vec3 cameraFront = glm::vec3(0.0f, 0.0f, -1.0f); glm::vec3 cameraUp = glm::vec3(0.0f, 1.0f, 0.0f); glm::vec3 direction = glm::vec3(0.0f); glm::mat4 view, projection; float lastX = 400, lastY = 300; float yaw, pitch; }; #endif