I have tried my best to create a camera that mimics the style of a first person camera. I have just switched from the old OpenGL method of rendering and am now ready to tackle a camera matrix. Here is my code for my camera update.
void Camera::update(float dt)
{
// Get the distance the camera has moved
float distance = dt * walkSpeed;
// Get the current mouse position
mousePos = mouse->getPosition();
// Translate the change to yaw and pitch
angleYaw -= ((float)mousePos.x-400.0f)*lookSpeed/40;
anglePitch -= ((float)mousePos.y-300.0f)*lookSpeed/40;
// Clamp the camera to a max/min viewing pitch
if(anglePitch > 90.0f)
anglePitch = 90.0f;
if(anglePitch < -90.0f)
anglePitch = -90.0f;
// Reset the mouse position
mouse->setPosition(mouseReset);
// Check for movement events
sf::Event event;
while (window->pollEvent(event))
{
// Calculate the x, y and z values of any movement
if (event.type == sf::Event::KeyPressed && event.key.code == sf::Keyboard::W)
{
position.x -= (float)sin(angleYaw*M_PI/180)*distance*25;
position.z += (float)cos(angleYaw*M_PI/180)*distance*25;
position.y += (float)sin(anglePitch * M_PI / 180) * distance * 25;
angleYaw = 10.0;
}
if (event.type == sf::Event::KeyPressed && event.key.code == sf::Keyboard::S)
{
position.x += (float)sin(angleYaw*M_PI/180)*distance*25;
position.z -= (float)cos(angleYaw*M_PI/180)*distance*25;
position.y -= (float)sin(anglePitch * M_PI / 180) * distance * 25;
}
if (event.type == sf::Event::KeyPressed && event.key.code == sf::Keyboard::R)
{
position.x += (float)cos(angleYaw*M_PI/180)*distance*25;
position.z += (float)sin(angleYaw*M_PI/180)*distance*25;
}
if (event.type == sf::Event::KeyPressed && event.key.code == sf::Keyboard::A)
{
position.x -= (float)cos(angleYaw*M_PI/180)*distance*25;
position.z -= (float)sin(angleYaw*M_PI/180)*distance*25;
}
}
// Update our camera matrix
camMatrix = glm::translate(glm::mat4(1.0f), glm::vec3(-position.x, -position.z, -position.y));
camMatrix = glm::rotate(camMatrix, angleYaw, glm::vec3(0, 1, 0));
camMatrix = glm::rotate(camMatrix, anglePitch, glm::vec3(1, 0, 0));
}
The last 3 lines are what I assumed would update the camera with the opposite of the translation (y, and z switched for the format I am working with). Did I do them in the wrong order?
Here is my very simple shader:
#version 120
attribute vec4 position;
uniform mat4 camera;
void main()
{
gl_Position = position * camera;
}
#version 120
void main(void)
{
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
This simply makes a red triangle. The camera sort of rotates around the triangle, which is not what I want. I want it to rotate the camera. I thought multiplying a camera matrix by each vertex would give the rendering in camera space. Or do I need to multiply it by the projection matrix as well?
Moving w, a, s, or d zooms in really close all at once and distorts the whole view with red fragments everywhere.