Example #1
0
Camera::Camera(float width, float height)
{
	m_ProjectionMatrix = (glm::mat4)glm::perspective(45.0f, (float)width/(float)height, 0.001f, 1000.0f);

	glm::vec3 eyePosition(0.0f, 0.0f, 0.0f);
	glm::vec3 lookinAtPosition(0.0f, 0.0f, -1.0f);

	glm::vec3 right(1.0f, 0.0f, 0.0f);
	glm::vec3 forward = lookinAtPosition - eyePosition;
	forward = glm::normalize(forward);

	glm::vec3 upDirection = glm::cross(right, forward);

	m_ViewMatrix = (glm::mat4)glm::lookAt(eyePosition, lookinAtPosition, upDirection);
}
Camera::Camera(float width, float height)
{
	m_ProjectionMatrix = (glm::mat4)glm::perspective(45.0f, (float)width/(float)height, 0.001f, 1000.0f);

	oldDeltaY = 0.0;

	glm::vec3 eyePosition(0.0f, 0.0f, 0.0f);
	glm::vec3 lookinAtPosition(0.0f, 0.0f, -1.0f);

	camera_right = glm::vec3(1.0f, 0.0f, 0.0f);
	camera_forward = lookinAtPosition - eyePosition;
	camera_forward = glm::normalize(camera_forward);

	glm::vec3 camera_up = glm::cross(camera_right, camera_forward);

	m_ViewMatrix = (glm::mat4)glm::lookAt(eyePosition, lookinAtPosition, camera_up);
}