Comments (5)
Will need to figure out exactly how to abstract the window input into a class so that it's not needed inside the window loop explicilty.
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For events should use the glfwSetWindowUserPointer
which we can then use to modify a structure we create.
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May need to use GLM::lookAt
to get the view matrix since right now I am moving relative to the camera. What I want to do is actually move where I’m looking.
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Look at is useful here but unfortunately there's some singularity with the GLM look at function when the camera direction is aligned with the up vector. I can handle this with a dot product but perhaps there’s a better way to do this without lookat. I'm investigating other options for orbiting cameras. http://www.songho.ca/opengl/gl_camera.html#example1
I think I’ll implement the Arcball:
- http://courses.cms.caltech.edu/cs171/assignments/hw3/hw3-notes/notes-hw3.html
- https://en.m.wikibooks.org/wiki/OpenGL_Programming/Modern_OpenGL_Tutorial_Arcball
- https://asliceofrendering.com/camera/2019/11/30/ArcballCamera/
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I now have orbit and pan working! Need to address zooming next. I plan to listen to the scroll commands and use it to update the camera z position in the pivot frame. This is done using a window data pointer and polling it every frame update.
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Related Issues (11)
- Logging System HOT 1
- Handle Textures and create class HOT 1
- Add primitive shape classes HOT 7
- Render simple primitives in 3D HOT 2
- Create Rendering Pipeline Abstraction and Move the vertices information there.
- Camera Classes HOT 1
- Refactor the Vertices API
- Add window inputs and polling to their own class.
- Add Camera Control to it's own class
- Add GitHub action to the project to build main and other branches. Keyword to build should be `feat/`
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