Created
November 25, 2016 19:22
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OpenGL Camera rotation problem
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class Camera { | |
public: | |
vec4 eye; // Specifies the position of the eye point. | |
vec4 center; // Specifies the position of the reference point. | |
vec4 up; // For tilting the camera | |
float fov; // Field of view | |
float near, far; // Near and far clipping plane | |
Camera() { | |
eye = vec4(0, 0, 2); | |
center = vec4(); | |
up = vec4(0, 1, 0); | |
fov = 45 * DEG2RAD; | |
far = 100.0f; | |
near = 0.1f; | |
} | |
mat4 V() { // View matrix glm::lookAt(eye, center, up) | |
vec4 Z = (eye - center).normal(); | |
vec4 X = up % Z; | |
vec4 Y = Z % X; | |
return mat4( | |
X.x(), Y.x(), Z.x(), 0.0f, // @ @ | |
X.y(), Y.y(), Z.y(), 0.0f, // @ Rotation @ | |
X.z(), Y.z(), Z.z(), 0.0f, // @ @ | |
X * eye, Y * eye, Z * eye, 1.0f // Translation | |
); | |
} | |
mat4 P() { return Pers(); } | |
mat4 Pers() { // Perspective Projection matrix | |
float Q = far / (far - near); | |
return mat4(1 / tanf(fov / 2), 0, 0, 0, | |
0, 1 / tanf(fov / 2), 0, 0, | |
0, 0, Q, 1, | |
0, 0, -Q * near, 1); | |
} | |
mat4 Portho() { // Orthogonal Projection matrix | |
return mat4( | |
1, 0, 0, 0, | |
0, 1, 0, 0, | |
0, 0, 1 / far, 0, | |
0, 0, -(near + 1), 1 | |
); | |
} | |
}; | |
void onKeyboard(unsigned char key, int pX, int pY) { | |
printf("Eye: %0.2f, %0.2f, %0.2f\n", camera.eye[0], camera.eye[1], camera.eye[2]); | |
float theta = 2 * DEG2RAD; | |
switch (key) { | |
case 'q': | |
exit(0); | |
case 'a': | |
camera.eye = camera.eye * mat4( | |
cosf(theta), 0, -sinf(theta), 0, | |
0, 1, 0, 0, | |
sinf(theta), 0, cosf(theta), 0, | |
0, 0, 0, 1 | |
); | |
break; | |
case 'd': | |
camera.eye = camera.eye * mat4( | |
cosf(-theta), 0, -sinf(-theta), 0, | |
0, 1, 0, 0, | |
sinf(-theta), 0, cosf(-theta), 0, | |
0, 0, 0, 1 | |
); | |
break; | |
case 'w': | |
camera.eye = camera.eye * mat4( | |
1, 0, 0, 0, | |
0, cosf(theta), sinf(theta), 0, | |
0, -sinf(theta), cosf(theta), 0, | |
0, 0, 0, 1 | |
); | |
break; | |
case 's': | |
camera.eye = camera.eye * mat4( | |
1, 0, 0, 0, | |
0, cosf(-theta), sinf(-theta), 0, | |
0, -sinf(-theta), cosf(-theta), 0, | |
0, 0, 0, 1 | |
); | |
break; | |
default: | |
break; | |
} | |
} |
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