#include "camera.h" void cameraInitPerspective(camera& cam, glm::vec3 position, glm::vec3 target, glm::vec3 up) { cam.position = position; cam.target = target; cam.up = up; cam.projection = glm::infinitePerspective(glm::radians(FOV), ASPECT_RATIO, NEAR_CLIP_PLANE); cam.hAngle = 0; cam.vAngle = glm::atan((cam.target.z - cam.position.z) / (cam.target.y - cam.position.y)); // FIXME: bug, camera always starts with forward pointing at positive 'z' axis // camera position also changes with change to window size cam.forward = glm::normalize(glm::vec3( glm::cos(cam.vAngle) * glm::sin(cam.hAngle), glm::cos(cam.vAngle) * glm::cos(cam.hAngle), glm::sin(cam.vAngle) )); cam.left = glm::normalize(glm::cross(cam.up, cam.forward)); cam.up = glm::normalize(glm::cross(cam.forward, cam.left)); // get better "up" vector cam.view = glm::lookAt(cam.position, cam.position + cam.forward, cam.up); cam.model = glm::mat4(1.0f); cam.MVP = cam.projection * cam.view * cam.model; }