I have a problem. I'm working on a OpenGL project and I need to access a class variable by the class method. I got it done, but then changed some code and now it's not working and i cannot get it done. It's all about Yaw
and Pitch
variables. If i change them in their class method (e.g. ProccesMouseInput
) they don't change their values, but I had already tried it in main function and then they do... Here's my code.
Camera.h
#pragma once
#include <glm/glm.hpp>
#include <glm/vec3.hpp>
#include <glm/gtc/matrix_transform.hpp>
enum class movement_direction{
FORWARD,
BACKWARD,
LEFT,
RIGHT,
UP,
DOWN
};
class Camera {
private:
glm::vec3 m_Position;
glm::vec3 m_Front;
glm::vec3 m_Up;
glm::vec3 m_Right;
glm::vec3 m_WorldUp;
float m_MouseSensitivity;
float MovementSpeed = 2.5f;
float MouseSensitivity = 0.1f;
float FOV = 45.0f;
float Yaw;
float Pitch;
public:
Camera(glm::vec3 pos, glm::vec3 up, float yaw, float pitch);
Camera(float PosX, float PosY, float PosZ, float UpX, float UpY, float UpZ, float yaw, float pitch);
void ProcessMouseInput(float offsetX, float offsetY, bool constrainPitch);
void ProcessKeyboardInput(movement_direction direction, float deltaTime);
void ProcessScrollInput(float offsetX, float offsetY);
void UpdateCameraVectors();
glm::mat4 GetViewMatrix();
};
Camera.cpp
#include "Camera.h"
#include <iostream>
Camera::Camera(glm::vec3 pos = glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3 up = glm::vec3(0.0f, 1.0f, 0.0f), float yaw = -90.0f, float pitch = 0.0f)
: m_Position(pos), m_Up(up), m_WorldUp(up), Yaw(yaw), Pitch(pitch), m_MouseSensitivity(MouseSensitivity)
{
if (m_Position != glm::vec3(0.0f, 0.0f, 0.0f))
m_Up = glm::vec3(m_Position.x, m_Position.y + 1, m_Position.z);
else
m_Up = glm::vec3(m_Position.x, m_Position.y, m_Position.z);
UpdateCameraVectors();
}
Camera::Camera(float PosX, float PosY, float PosZ, float UpX, float UpY, float UpZ, float newYaw, float newPitch)
: m_Position(glm::vec3(PosX, PosY, PosZ)), m_Up(glm::vec3(UpX, UpY, UpZ)), m_WorldUp(glm::vec3(UpX, UpY, UpZ)), m_MouseSensitivity(MouseSensitivity)
{
/*if (m_Position != glm::vec3(0.0f, 0.0f, 0.0f))
m_Up = glm::vec3(m_Position.x, m_Position.y + 1, m_Position.z);
else
m_Up = glm::vec3(UpX, UpY, UpZ);*/
if (Yaw != newYaw)
Yaw = newYaw;
if (Pitch != newPitch)
Pitch = newPitch;
UpdateCameraVectors();
}
void Camera::ProcessMouseInput(float offsetX, float offsetY, bool constrainPitch = true)
{
Yaw += offsetX * m_MouseSensitivity;
Pitch += offsetY * m_MouseSensitivity;
if (constrainPitch)
{
if (Pitch < -89.0f)
Pitch = -89.0f;
if (Pitch > 89.0f)
Pitch = 89.0f;
}
UpdateCameraVectors();
}
void Camera::ProcessKeyboardInput(movement_direction direction, float deltaTime)
{
float velocity = MovementSpeed * deltaTime;
if (direction == movement_direction::FORWARD)
m_Position += m_Front * velocity;
if (direction == movement_direction::BACKWARD)
m_Position -= m_Front * velocity;
if (direction == movement_direction::LEFT)
m_Position -= m_Right * velocity;
if (direction == movement_direction::RIGHT)
m_Position += m_Right * velocity;
if (direction == movement_direction::UP)
m_Position += m_WorldUp * velocity;
if (direction == movement_direction::DOWN)
m_Position -= m_WorldUp * velocity;
}
void Camera::ProcessScrollInput(float offsetX, float offsetY)
{
}
void Camera::UpdateCameraVectors()
{
glm::vec3 direction;
direction.x = cos(glm::radians(Yaw)) * cos(glm::radians(Pitch));
direction.y = sin(glm::radians(Pitch));
direction.z = sin(glm::radians(Yaw)) * cos(glm::radians(Pitch));
m_Front = glm::normalize(direction);
m_Right = glm::normalize(glm::cross(m_Front, m_WorldUp));
m_Up = glm::normalize(glm::cross(m_Right, m_Front));
}
glm::mat4 Camera::GetViewMatrix()
{
return glm::lookAt(m_Position, m_Position + m_Front, m_Up);
}
Application.cpp
/* Including GLEW */
#include <GL/glew.h>
/* Including GLFW */
#include <GLFW/glfw3.h>
#define STB_IMAGE_IMPLEMENTATION
#include "vendor/stb_image/stb_image.h"
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <iostream>
#include <string>
#include <conio.h>
#include "Shader.h"
#include "Camera.h"
void processInput(GLFWwindow* window);
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void scroll_callback(GLFWwindow* window, double offsetX, double offsetY);
const int SCR_WIDTH = 800;
const int SCR_HEIGHT = 600;
float deltaTime = 0.0f;
float currentFrame = 0.0f;
float lastFrame = 0.0f;
float lastX = SCR_WIDTH / 2;
float lastY = SCR_HEIGHT / 2;
bool firstMouse = true;
float fov = 45.0f;
Camera main_camera(glm::vec3(0.0f, 0.0f, -3.0f), glm::vec3(0.0f, 1.0f, 0.0f), -90.0f, 0.0f);
int main(void)
{
GLFWwindow* window;
/* Initializing the library */
if (!glfwInit())
{
std::cout << "Failed to initialize GLFW.\n";
return -1;
}
/* Creating a windowed mode window and its OpenGL context */
window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "Hello World", NULL, NULL);
if (!window)
{
std::cout << "Failed to open GLFW window.\n";
glfwTerminate();
return -1;
}
/* Making the window's context current */
glfwMakeContextCurrent(window);
if (glewInit() != GLEW_OK)
std::cout << "Failed to initialize GLEW\n";
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
glfwSetCursorPosCallback(window, mouse_callback);
glfwSetScrollCallback(window, scroll_callback);
/* Getting the version of GL */
std::cout << "Using GL Version: " << glGetString(GL_VERSION) << std::endl;
float vertices[] = {
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,
0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f,
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,
0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f,
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f,
0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f,
0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f,
0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f,
0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f,
0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f,
0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f,
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f,
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f
};
glm::vec3 cubes_positions[]{
glm::vec3( 0.0f, 0.0f, 0.0f),
glm::vec3( 2.0f, 5.0f, -15.0f),
glm::vec3(-1.5f, -2.2f, -2.5f),
glm::vec3(-3.8f, -2.0f, -12.3f),
glm::vec3( 2.4f, -0.4f, -3.5f),
glm::vec3(-1.7f, 3.0f, -7.5f),
glm::vec3( 1.3f, -2.0f, -2.5f),
glm::vec3( 1.5f, 2.0f, -2.5f),
glm::vec3( 1.5f, 0.2f, -1.5f),
glm::vec3(-1.3f, 1.0f, -1.5f)
};
/* VERTEX ARRAY */
unsigned int VAO;
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
/* VERTEX BUFFER */
unsigned int VBO;
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
/* VERTEX LAYOUT */
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
glEnableVertexAttribArray(2);
/* LOADING TEXTURES */
// --- first texture object ---
unsigned int texture1;
glGenTextures(1, &texture1);
glBindTexture(GL_TEXTURE_2D, texture1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
float borderColor1[]{
0.1f, 0.1f, 0.0f, 1.0f
};
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor1);
int width, height, channelsNr;
unsigned char* data = stbi_load("res/textures/container.jpg", &width, &height, &channelsNr, 0);
if (data)
{
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
}
else
{
std::cout << "Failed to load texture\n";
}
stbi_image_free(data);
// --- second texture object ---
unsigned int texture2;
glGenTextures(1, &texture2);
glBindTexture(GL_TEXTURE_2D, texture2);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
float borderColor2[]{
0.1f, 0.1f, 0.0f, 1.0f
};
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor2);
stbi_set_flip_vertically_on_load(true);
data = stbi_load("res/textures/awesomeface.png", &width, &height, &channelsNr, 0);
if (data)
{
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
}
else
{
std::cout << "Failed to load texture\n";
}
stbi_image_free(data);
/* BINDING BEFORE THE DRAW CALL */
// --- shader ---
Shader basic("res/shaders/Basic.glsl");
basic.Bind();
basic.SetUniform1i("texture1", 0);
basic.SetUniform1i("texture2", 1);
glEnable(GL_DEPTH_TEST);
// --- texture ---
glBindTexture(GL_TEXTURE_2D, texture2);
// --- vertex array object ---
glBindVertexArray(VAO);
float value = 0.5f;
basic.SetUniform1f("mix_value", 0.2f);
/* Loop until the user closes the window */
while (!glfwWindowShouldClose(window))
{
currentFrame = (float)glfwGetTime();
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
processInput(window);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor(0.f, 0.2f, 0.2f, 1.f);
/* Render here */
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture1);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texture2);
glm::mat4 projection = glm::perspective(glm::radians(fov), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
basic.SetUniformMatrix4fv("proj", 1, glm::value_ptr(projection));
glm::mat4 view = main_camera.GetViewMatrix();
basic.SetUniformMatrix4fv("view", 1, glm::value_ptr(view));
for (int i = 0; i < (sizeof(cubes_positions) / sizeof(glm::vec3)); i++)
{
float angle = 20.0f * i;
glm::mat4 model = glm::mat4(1.0f);
model = glm::translate(model, cubes_positions[i]);
model = glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 0.0f, 0.0f));
basic.SetUniformMatrix4fv("model", 1, glm::value_ptr(model));
glDrawArrays(GL_TRIANGLES, 0, 36);
}
/* Swap front and back buffers */
glfwSwapBuffers(window);
/* Poll for and process events */
glfwPollEvents();
}
glfwTerminate();
return 0;
}
void processInput(GLFWwindow *window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
main_camera.ProcessKeyboardInput(movement_direction::FORWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
main_camera.ProcessKeyboardInput(movement_direction::BACKWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
main_camera.ProcessKeyboardInput(movement_direction::LEFT, deltaTime);
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
main_camera.ProcessKeyboardInput(movement_direction::RIGHT, deltaTime);
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
main_camera.ProcessKeyboardInput(movement_direction::UP, deltaTime);
if (glfwGetKey(window, GLFW_KEY_LEFT_CONTROL) == GLFW_PRESS)
main_camera.ProcessKeyboardInput(movement_direction::DOWN, deltaTime);
}
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
{
if (firstMouse)
{
lastX = (float)xpos;
lastY = (float)ypos;
firstMouse = false;
}
float offsetX = (float)xpos - lastX;
float offsetY = lastY - (float)ypos;
lastX = (float)xpos;
lastY = (float)ypos;
main_camera.ProcessMouseInput(offsetX, offsetY, true);
}
void scroll_callback(GLFWwindow* window, double offsetX, double offsetY)
{
fov -= (float)offsetY;
if (fov < 1.0f)
fov = 1.0f;
if (fov > 90.0f)
fov = 90.0f;
}
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