This commit is contained in:
2025-11-24 13:25:31 +00:00
parent 767796919a
commit c17279960c
4 changed files with 92 additions and 10 deletions

32
inc/engine/camera.hpp Normal file
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@@ -0,0 +1,32 @@
#ifndef CAMERA_HPP
#define CAMERA_HPP
// Includes
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
// Camera Class
class Camera {
public:
Camera(const glm::vec3& position, const glm::vec3& target, const glm::vec3& up);
glm::mat4 getViewMatrix() const;
glm::mat4 getProjectionMatrix() const;
void setProjectionMatrix(float fov, float aspectRatio, float nearPlane, float farPlane);
void setPosition(const glm::vec3& position);
void setTarget(const glm::vec3& target);
void setUp(const glm::vec3& up);
glm::vec3 getPosition() const;
float fov = 45.0f;
private:
glm::vec3 position;
glm::vec3 target;
glm::vec3 up;
float aspectRatio = 4.0f / 3.0f;
float nearPlane = 0.1f;
float farPlane = 100.0f;
};
#endif

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@@ -6,6 +6,7 @@
#include "engine/sdl.hpp"
#include "engine/buffers.hpp"
#include "engine/shaders.hpp"
#include "engine/camera.hpp"
// OpenGL Context Class
class OpenGLContext {

44
src/engine/camera.cpp Normal file
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@@ -0,0 +1,44 @@
#include "engine/camera.hpp"
// Camera Constructor
Camera::Camera(const glm::vec3& position, const glm::vec3& target, const glm::vec3& up)
: position(position), target(target), up(up) {
}
// Get View Matrix
glm::mat4 Camera::getViewMatrix() const {
return glm::lookAt(position, target, up);
}
// Set Position
void Camera::setPosition(const glm::vec3& position) {
this->position = position;
}
// Set Target
void Camera::setTarget(const glm::vec3& target) {
this->target = target;
}
// Set Up Vector
void Camera::setUp(const glm::vec3& up) {
this->up = up;
}
// Get Position
glm::vec3 Camera::getPosition() const {
return position;
}
// Get Projection Matrix
glm::mat4 Camera::getProjectionMatrix() const {
return glm::perspective(glm::radians(fov), aspectRatio, nearPlane, farPlane);
}
// Set Projection Matrix Parameters
void Camera::setProjectionMatrix(float fov, float aspectRatio, float nearPlane, float farPlane) {
this->fov = fov;
this->aspectRatio = aspectRatio;
this->nearPlane = nearPlane;
this->farPlane = farPlane;
}

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@@ -12,17 +12,22 @@ int main(int argc, char* argv[]) {
OpenGLContext glContext(window);
if (!glContext.isInitialized()) { return -1; }
glm::mat4 viewMatrix = glm::lookAt(
glm::vec3(0.0f, 0.0f, 3.0f), // Camera position
glm::vec3(0.0f, 0.0f, 0.0f), // Look at point
Camera camera(
glm::vec3(0.0f, 0.0f, 3.0f), // Position
glm::vec3(0.0f, 0.0f, 0.0f), // Target
glm::vec3(0.0f, 1.0f, 0.0f) // Up vector
); // View matrix
glm::mat4 projectionMatrix = glm::perspective(glm::radians(45.0f), 800.0f / 600.0f, 0.1f, 100.0f); // Projection matrix
glm::mat4 modelMatrix = glm::mat4(1.0f); // Model matrix
);
camera.setProjectionMatrix(
45.0f, // Field of View
800.0f / 600.0f, // Aspect Ratio
0.1f, // Near Plane
100.0f // Far Plane
);
Shader shader_program("shaders/triangle.vert", "shaders/triangle.frag");
// test setup
// vertex, color
float vertexData[] = {
0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, // top right
@@ -53,9 +58,9 @@ int main(int argc, char* argv[]) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
shader_program.use();
shader_program.setMat4("view", viewMatrix);
shader_program.setMat4("projection", projectionMatrix);
shader_program.setMat4("model", modelMatrix);
shader_program.setMat4("view", camera.getViewMatrix());
shader_program.setMat4("projection", camera.getProjectionMatrix());
shader_program.setMat4("model", glm::mat4(1.0f));
VAO.draw();