-
Notifications
You must be signed in to change notification settings - Fork 4
/
Copy pathcamera.h
206 lines (163 loc) · 6.35 KB
/
camera.h
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
#pragma once
#ifndef _CAMERA_H_
#define _CAMERA_H_
#include <gl/glew.h>
#include <gl/freeglut.h>
#include <gl/GL.h>
#include <iostream>
#define PI 3.14159
using namespace std;
class camera{
float l, r, t, b, n, f;
float cameraPosition[3];
float upVector[3];
float lookAtPosition[3];
int theta, phi;
float aspectRatio;
public:
camera(float l, float r, float t, float b, float n, float f, float aspectRatio){
this->l = l * aspectRatio;
this->r = r * aspectRatio;
this->t = t;
this->b = b;
this->n = n;
this->f = f;
this->aspectRatio = aspectRatio;
cameraPosition[0] = 0.0f;
cameraPosition[1] = 0.0f;
cameraPosition[2] = 275.0f;
upVector[0] = 0.0f;
upVector[1] = 1.0f;
upVector[2] = 0.0f;
lookAtPosition[0] = 0.0f;
lookAtPosition[1] = 0.0f;
lookAtPosition[2] = 0.0f;
theta = 0;
phi = 0;
}
void setupCamera(GLuint program){
int leftID = glGetUniformLocation(program, "left");
int rightID = glGetUniformLocation(program, "right");
int topID = glGetUniformLocation(program, "top");
int bottomID = glGetUniformLocation(program, "bottom");
int nearID = glGetUniformLocation(program, "near");
int farID = glGetUniformLocation(program, "far");
int camLocID = glGetUniformLocation(program, "cameraPosition");
int lookAtID = glGetUniformLocation(program, "lookAtPosition");
int upID = glGetUniformLocation(program, "upVector");
glUniform3fv(upID, 1, upVector);
glUniform3fv(lookAtID, 1, lookAtPosition);
glUniform3fv(camLocID, 1, cameraPosition);
glUniform1f(leftID, l);
glUniform1f(rightID, r);
glUniform1f(topID, t);
glUniform1f(bottomID, b);
glUniform1f(nearID, n);
glUniform1f(farID, f);
//cout<<lookAtPosition[0]<<" "<<lookAtPosition[1]<<" "<<lookAtPosition[2]<<endl;
}
void moveCameraForward(){
float moveDirection[] = {lookAtPosition[0] - cameraPosition[0],
lookAtPosition[1] - cameraPosition[1],
lookAtPosition[2] - cameraPosition[2]};
normalize(moveDirection);
cameraPosition[0] += moveDirection[0] * 0.1;
cameraPosition[1] += moveDirection[1] * 0.1;
cameraPosition[2] += moveDirection[2] * 0.1;
lookAtPosition[0] += moveDirection[0] * 0.1;
lookAtPosition[1] += moveDirection[1] * 0.1;
lookAtPosition[2] += moveDirection[2] * 0.1;
}
void moveCameraBackward(){
float moveDirection[] = {lookAtPosition[0] - cameraPosition[0],
lookAtPosition[1] - cameraPosition[1],
lookAtPosition[2] - cameraPosition[2]};
normalize(moveDirection);
cameraPosition[0] -= moveDirection[0] * 0.1;
cameraPosition[1] -= moveDirection[1] * 0.1;
cameraPosition[2] -= moveDirection[2] * 0.1;
lookAtPosition[0] -= moveDirection[0] * 0.1;
lookAtPosition[1] -= moveDirection[1] * 0.1;
lookAtPosition[2] -= moveDirection[2] * 0.1;
}
void moveCameraLeft(){
float view[] = {lookAtPosition[0] - cameraPosition[0],
lookAtPosition[1] - cameraPosition[1],
lookAtPosition[2] - cameraPosition[2]};
float* moveDirection = crossProduct(view, upVector);
normalize(moveDirection);
cameraPosition[0] -= moveDirection[0] * 0.1;
cameraPosition[1] -= moveDirection[1] * 0.1;
cameraPosition[2] -= moveDirection[2] * 0.1;
lookAtPosition[0] -= moveDirection[0] * 0.1;
lookAtPosition[1] -= moveDirection[1] * 0.1;
lookAtPosition[2] -= moveDirection[2] * 0.1;
}
void moveCameraRight(){
float view[] = {lookAtPosition[0] - cameraPosition[0],
lookAtPosition[1] - cameraPosition[1],
lookAtPosition[2] - cameraPosition[2]};
float* moveDirection = crossProduct(view, upVector);
normalize(moveDirection);
cameraPosition[0] += moveDirection[0] * 0.1;
cameraPosition[1] += moveDirection[1] * 0.1;
cameraPosition[2] += moveDirection[2] * 0.1;
lookAtPosition[0] += moveDirection[0] * 0.1;
lookAtPosition[1] += moveDirection[1] * 0.1;
lookAtPosition[2] += moveDirection[2] * 0.1;
}
void cameraUpdateRotX(int x){
theta += x;
float radius = sqrt(pow(cameraPosition[0] - lookAtPosition[0], 2) + pow(cameraPosition[2] - lookAtPosition[2], 2));
float angle = theta*2*PI/360;
lookAtPosition[0] = cameraPosition[0] + radius*cos(angle);
lookAtPosition[2] = cameraPosition[2] + radius*sin(angle);
}
void cameraUpdateRotY(int y){
phi -= y;
if(phi > -10)
phi = -10;
if(phi <= -170)
phi = -170;
float radius = sqrt(pow(cameraPosition[1] - lookAtPosition[1], 2) + pow(cameraPosition[2] - lookAtPosition[2], 2));
float angle = phi*PI/180;
lookAtPosition[1] = cameraPosition[1] + radius*cos(angle);
}
void setCameraPosition(const float position[]){
cameraPosition[0] = position[0];
cameraPosition[1] = position[1];
cameraPosition[2] = position[2];
}
void setCameraLookAtPosition(const float position[]){
lookAtPosition[0] = position[0];
lookAtPosition[1] = position[1];
lookAtPosition[2] = position[2];
}
void setAspectRatio(float aspectRatio){
l = l/this->aspectRatio;
r = r/this->aspectRatio;
l *= aspectRatio;
r *= aspectRatio;
this->aspectRatio = aspectRatio;
}
float* getCamPosition(){
return cameraPosition;
}
void normalize(float* vector){
float magnitude = sqrt(vector[0]*vector[0] + vector[1]*vector[1] + vector[2]*vector[2]);
vector[0] /= magnitude;
vector[1] /= magnitude;
vector[2] /= magnitude;
}
float* crossProduct(float* a, float* b){
float* result = new float[3];
result[0] = a[1]*b[2] - b[1]*a[2];
result[1] = b[0]*a[2] - a[0]*b[2];
result[2] = a[0]*b[1] - b[0]*a[1];
return result;
}
float dotProduct(float* a, float* b){
return (a[0]*b[0] + a[1]*b[1] + a[2]*b[2]);
}
};
#endif