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camera_setter.cpp
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#include "camera_setter.h"
#include "shader_data.h"
#include <QtMath>
#include <QTime>
#include "UsableClass/Macros/macros.h"
typedef CameraSetter cls;
cls::CameraSetter(QObject *parent) : AccessToQtOpenGl(parent)
{
}
void cls::updateMatrices()
{
updateCurrentViewMatrix();
updateCurrentProjMatrix();
aMatrixHelper.loadMatrixToShader(programSet);
}
void cls::initialize(ShaderProgramSet *prog)
{
AccessToQtOpenGl::initialize(prog);
programSet->use();
// QVector3D vecForModelRotation(1.0f, 0.0f, 0.0f);
// aMatrixHelper.modelMat.rotate(-55.0f, vecForModelRotation);
// aMatrixHelper.modelMat.translate(0.0f, 0.0f, 0.0f);
aMatrixHelper.viewMat.translate(0.0f, 0.0f, 0.0f);
aMatrixHelper.projMat.perspective(fov,
(screenWidth / screenHeight),
0.1f, 100.0f);
aMatrixHelper.loadMatrixToShader(programSet);
cameraPosition = QVector3D(0.0f, 0.0f, 3.0f);
cameraFront = QVector3D(0.0f, 0.0f, -1.0f);
cameraUp = QVector3D(0.0f, 1.0f, 0.0f);;
// cameraPosition = QVector3D(0.0f, 0.0f, -3.0f);
// cameraTarget = QVector3D(0.0f, 0.0f, 0.0f);
// cameraDirection = (cameraPosition - cameraTarget).normalized();
// QVector3D worldUpVector(0.0f, 1.0f, 0.0f);
// cameraRight = QVector3D::crossProduct(worldUpVector,
// cameraDirection).normalized();
// cameraUp = QVector3D::crossProduct(cameraDirection,
// cameraRight);
// lookAtMatrix.lookAt(cameraPosition, cameraTarget, cameraUp);
}
QMatrix4x4 cls::updateCurrentProjMatrix()
{
aMatrixHelper.projMat.setToIdentity();
aMatrixHelper.projMat.perspective(fov,
(screenWidth / screenHeight),
0.1f, 100.0f);
return aMatrixHelper.projMat;
}
QMatrix4x4 cls::updateCurrentViewMatrix()
{
QVector3D eye = cameraPosition;
QVector3D center/*(0.0f, 0.0f, 0.0f);*/ = cameraPosition + cameraFront;
QVector3D up = cameraUp;
aMatrixHelper.viewMat.setToIdentity();
aMatrixHelper.viewMat.lookAt(eye, center, up);
return aMatrixHelper.viewMat;
}
void cls::moveCameraForward()
{
cameraPosition += cameraFront * cameraSpeedBalanced;
}
void cls::moveCameraBackward()
{
cameraPosition -= cameraFront * cameraSpeedBalanced;
}
void cls::moveCameraRight()
{
cameraPosition +=
QVector3D::crossProduct(cameraFront,
cameraUp).
normalized() *
cameraSpeedBalanced;
}
void cls::moveCameraLeft()
{
cameraPosition -=
QVector3D::crossProduct(cameraFront,
cameraUp).
normalized() *
cameraSpeedBalanced;
}
void cls::notifyAboutNewFrame()
{
float curTime = QTime::currentTime().msecsSinceStartOfDay();
deltaTimeMs = curTime - lastFrameTimeMs;
// DEBUG_NM(curTime);
// DEBUG_NM(deltaTimeMs);
if (deltaTimeMs > 100.0f)
{
deltaTimeMs = 10.0f;
}
lastFrameTimeMs = curTime;
if (deltaTimeMs > 0.0f)
{
cameraSpeedBalanced = cameraSpeed * deltaTimeMs;
}
}
//void cls::calcNewDirection(float pitchDeg, float yawDeg)
//{
// cameraDirection.setX(
// qCos(qDegreesToRadians(pitch)) *
// qCos(qDegreesToRadians(yaw)));
// cameraDirection.setY(
// qSin(qDegreesToRadians(pitch)));
// cameraDirection.setZ(
// qCos(qDegreesToRadians(pitch)) *
// qSin(qDegreesToRadians(yaw)));
//}