107 lines
1.8 KiB
C++
107 lines
1.8 KiB
C++
#include "Rendering/Camera.h"
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Camera::Camera(float aspectRatio, float yFOV, float nearClip, float farClip)
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{
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m_AspectRatio = aspectRatio;
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m_FOV = yFOV;
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m_NearClip = nearClip;
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m_FarClip = farClip;
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m_Position = glm::vec3(0.0);
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UpdateProjectionMatrix();
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UpdateViewMatrix();
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}
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glm::vec3 Camera::Forward()
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{
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return m_Orientation * glm::vec3(0, 0, -1);
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}
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glm::vec3 Camera::Right()
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{
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return m_Orientation * glm::vec3(1, 0, 0);
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}
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//
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//glm::vec3 Camera::Right()
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//{
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// return glm::rotate(glm::vec3(1.f, 0.f, 0.f), -m_Yaw, glm::vec3(0.f, 1.f, 0.f));
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//}
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//glm::mat4 Camera::Orientation()
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//{
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// glm::mat4 orientation(1.f);
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// orientation = glm::rotate(orientation, m_Pitch, glm::vec3(1.f, 0.f, 0.f));
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// orientation = glm::rotate(orientation, m_Yaw, glm::vec3(0.f, 1.f, 0.f));
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// return orientation;
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//}
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void Camera::SetPosition(glm::vec3 val)
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{
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m_Position = val;
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UpdateViewMatrix();
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}
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void Camera::SetOrientation(glm::quat val)
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{
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m_Orientation = val;
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UpdateViewMatrix();
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}
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//void Camera::Pitch(float val)
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//{
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// m_Pitch = val;
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// UpdateViewMatrix();
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//}
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//
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//void Camera::Yaw(float val)
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//{
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// m_Yaw = val;
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// UpdateViewMatrix();
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//}
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void Camera::UpdateProjectionMatrix()
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{
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// m_ProjectionMatrix = glm::ortho(
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// -16.f,
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// 16.f,
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// -9.f,
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// 9.f,
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// m_NearClip,
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// m_FarClip
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// );
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m_ProjectionMatrix = glm::perspective(m_FOV, m_AspectRatio, m_NearClip, m_FarClip);
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}
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void Camera::UpdateViewMatrix()
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{
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m_ViewMatrix = glm::toMat4(glm::inverse(m_Orientation))
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* glm::translate(-m_Position);
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}
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void Camera::SetAspectRatio(float val)
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{
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m_AspectRatio = val;
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UpdateProjectionMatrix();
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}
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void Camera::SetFOV(float val)
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{
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m_FOV = val;
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UpdateProjectionMatrix();
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}
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void Camera::SetNearClip(float val)
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{
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m_NearClip = val;
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UpdateProjectionMatrix();
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}
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void Camera::SetFarClip(float val)
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{
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m_FarClip = val;
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UpdateProjectionMatrix();
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} |