Rotate camera around scene

This commit is contained in:
Abdelrahman Said 2024-12-01 18:28:05 +00:00
parent efed5d117f
commit 6c751ba545

View File

@ -16,6 +16,7 @@
// SDL // SDL
#include <SDL2/SDL.h> #include <SDL2/SDL.h>
#include <SDL2/SDL_timer.h>
#include <SDL2/SDL_stdinc.h> #include <SDL2/SDL_stdinc.h>
#include <SDL2/SDL_error.h> #include <SDL2/SDL_error.h>
#include <SDL2/SDL_video.h> #include <SDL2/SDL_video.h>
@ -193,29 +194,31 @@ int main() {
glm::vec3 cube_positions[] = { glm::vec3 cube_positions[] = {
glm::vec3( 0.0f, 0.0f, 0.0f), glm::vec3( 0.0f, 0.0f, 0.0f),
glm::vec3( 5.0f, 8.0f, -25.0f), glm::vec3( 4.0f, 6.0f, -15.0f),
glm::vec3(-4.5f, -5.2f, -12.5f), glm::vec3(-3.5f, -3.2f, -2.5f),
glm::vec3(-6.8f, -5.0f, -22.3f), glm::vec3(-5.8f, -3.0f, -12.3f),
glm::vec3( 5.4f, -3.4f, -13.5f), glm::vec3( 4.4f, -1.4f, -3.5f),
glm::vec3(-4.7f, 6.0f, -17.5f), glm::vec3(-3.7f, 4.0f, -7.5f),
glm::vec3( 4.3f, -5.0f, -12.5f), glm::vec3( 3.3f, -3.0f, -2.5f),
glm::vec3( 4.5f, 5.0f, -12.5f), glm::vec3( 3.5f, 3.0f, -2.5f),
glm::vec3( 4.5f, 3.2f, -11.5f), glm::vec3( 3.5f, 1.2f, -1.5f),
glm::vec3(-4.3f, 4.0f, -11.5f) glm::vec3(-3.3f, 2.0f, -1.5f)
}; };
glm::vec3 camera_target = glm::vec3(0.0f, 0.0f, 0.0f);
glm::vec3 world_up = glm::vec3(0.0f, 1.0f, 0.0f);
glm::mat4 model = glm::mat4(1.0f); glm::mat4 model = glm::mat4(1.0f);
glm::mat4 view = glm::mat4(1.0f); glm::mat4 view = glm::mat4(1.0f);
view = glm::translate(view, glm::vec3(0.0f, 0.0f, -4.0f));
glm::mat4 projection = glm::perspective(glm::radians(45.0f), (float)WINDOW_WIDTH / (float)WINDOW_HEIGHT, 0.1f, 100.0f); glm::mat4 projection = glm::perspective(glm::radians(45.0f), (float)WINDOW_WIDTH / (float)WINDOW_HEIGHT, 0.1f, 100.0f);
glUniformMatrix4fv(glGetUniformLocation(main_shader.program, "view"), 1, GL_FALSE, glm::value_ptr(view));
glUniformMatrix4fv(glGetUniformLocation(main_shader.program, "projection"), 1, GL_FALSE, glm::value_ptr(projection)); glUniformMatrix4fv(glGetUniformLocation(main_shader.program, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
float ticks = 0;
float radius = 10.0f;
bool running = true; bool running = true;
SDL_Event event = {}; SDL_Event event = {};
while (running) { while (running) {
while (SDL_PollEvent(&event)) { while (SDL_PollEvent(&event)) {
switch (event.type) { switch (event.type) {
@ -250,6 +253,13 @@ int main() {
0.0f : texture_mix_factor > 1.0f ? 0.0f : texture_mix_factor > 1.0f ?
1.0f : texture_mix_factor; 1.0f : texture_mix_factor;
ticks = (float)SDL_GetTicks() / 1000.0f;
float camera_x = sin(ticks) * radius;
float camera_z = cos(ticks) * radius;
glm::vec3 camera_position = glm::vec3(camera_x, 0.0f, camera_z);
view = glm::lookAt(camera_position, camera_target, world_up);
glUniformMatrix4fv(glGetUniformLocation(main_shader.program, "view"), 1, GL_FALSE, glm::value_ptr(view));
glClearColor(0.2f, 0.3f, 0.3f, 1.0f); glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);