139 lines
4.1 KiB
C++
139 lines
4.1 KiB
C++
#ifndef CAMERA_H
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#define CAMERA_H
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#include <GLFW/glfw3.h>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <iostream>
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#include "chunk.hpp"
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class Camera
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{
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public:
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Camera()
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{
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view = glm::mat4(1.0f);
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// note that we're translating the scene in the reverse direction of where we want to move
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projection = glm::perspective(glm::radians(90.0f), 800.0f / 600.0f, 1.0f, 200.0f);
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}
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void update(GLFWwindow *window, float deltaTime)
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{
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const float cameraSpeed = 10.0f * deltaTime; // adjust accordingly
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if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
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this->cameraPos += cameraSpeed * cameraFront;
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if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
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this->cameraPos -= cameraSpeed * cameraFront;
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if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
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this->cameraPos -= glm::normalize(glm::cross(cameraFront, cameraUp)) * cameraSpeed;
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if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
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this->cameraPos += glm::normalize(glm::cross(cameraFront, cameraUp)) * cameraSpeed;
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if (glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS)
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this->cameraPos += cameraSpeed * cameraUp;
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if (glfwGetKey(window, GLFW_KEY_Z) == GLFW_PRESS)
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this->cameraPos -= cameraSpeed * cameraUp;
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direction.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch));
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direction.y = sin(glm::radians(pitch));
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direction.z = sin(glm::radians(yaw)) * cos(glm::radians(pitch));
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cameraFront = glm::normalize(direction);
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view = glm::lookAt(cameraPos, cameraPos + cameraFront, cameraUp);
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}
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void viewPortCallBack(GLFWwindow *window, int width, int height)
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{
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projection = glm::perspective(glm::radians(80.0f), (float)width / (float)height, 1.0f, 350.0f);
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}
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void mouseCallback(GLFWwindow *window, double xpos, double ypos)
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{
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float xoffset = xpos - lastX;
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float yoffset = lastY - ypos; // reversed since y-coordinates range from bottom to top
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lastX = xpos;
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lastY = ypos;
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const float sensitivity = 0.1f;
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xoffset *= sensitivity;
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yoffset *= sensitivity;
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yaw += xoffset;
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pitch += yoffset;
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if (pitch > 89.0f)
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pitch = 89.0f;
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if (pitch < -89.0f)
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pitch = -89.0f;
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}
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glm::vec3 getPos()
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{
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return cameraPos;
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}
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glm::vec3 getFront()
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{
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return cameraFront;
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}
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glm::vec3 getUp()
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{
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return cameraUp;
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}
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glm::mat4 getView()
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{
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return view;
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}
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glm::mat4 getProjection()
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{
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return projection;
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}
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// Plane extraction as per Gribb&Hartmann
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// 6 planes, each with 4 components (a,b,c,d)
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void getFrustumPlanes(glm::vec4 planes[6], bool normalize){
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glm::mat4 mat = transpose(projection*view);
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// This just compressed the code below
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float ap = mat[3][0], bp = mat[3][1], cp = mat[3][2], dp = mat[3][3];
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planes[0] = glm::vec4(ap + mat[0][0], bp + mat[0][1], cp + mat[0][2], dp + mat[0][3]);
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planes[1] = glm::vec4(ap - mat[0][0], bp - mat[0][1], cp - mat[0][2], dp - mat[0][3]);
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planes[2] = glm::vec4(ap + mat[1][0], bp + mat[1][1], cp + mat[1][2], dp + mat[1][3]);
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planes[3] = glm::vec4(ap - mat[1][0], bp - mat[1][1], cp - mat[1][2], dp - mat[1][3]);
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planes[4] = glm::vec4(ap + mat[2][0], bp + mat[2][1], cp + mat[2][2], dp + mat[2][3]);
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planes[5] = glm::vec4(ap - mat[2][0], bp - mat[2][1], cp - mat[2][2], dp - mat[2][3]);
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if(normalize)
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for(int i = 0; i < 6; i++){
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float mag = sqrt(planes[i].x + planes[i].x + planes[i].y * planes[i].y +
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planes[i].z*planes[i].z);
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planes[i] /= mag;
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}
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}
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private:
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glm::vec3 cameraPos = glm::vec3(static_cast<float>(CHUNK_SIZE)*24, 40.0f, static_cast<float>(CHUNK_SIZE)*24);
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glm::vec3 cameraFront = glm::vec3(0.0f, 0.0f, -1.0f);
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glm::vec3 cameraUp = glm::vec3(0.0f, 1.0f, 0.0f);
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glm::vec3 direction = glm::vec3(0.0f);
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glm::mat4 view, projection;
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float lastX = 400, lastY = 300;
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float yaw, pitch;
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};
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#endif
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