23. OpenGL Camera Part 2

In this opengl camera tutorial you will learn how to incorporate
the mouse using the glut mouse functions, to move our opengl camera like in a first person shooter, along with how to implement the strafe (sideways movement) you see in these games also.

To add the strafe we use:
if (key==’d’)
{
float yrotrad;
yrotrad = (yrot / 180 * 3.141592654f);
xpos += float(cos(yrotrad)) * 0.2;
zpos += float(sin(yrotrad)) * 0.2;
}

if (key==’a’)
{
float yrotrad;
yrotrad = (yrot / 180 * 3.141592654f);
xpos -= float(cos(yrotrad)) * 0.2;
zpos -= float(sin(yrotrad)) * 0.2;
}

You can see that I have simply flipped the cos and sin functions
and set both the xpos and zpos to either a negative or a positive

Now the mouse is a little easier as it uses no trigonometry.

We have to add a function which I have called: mouseMovement
void mouseMovement(int x, int y) {
int diffx=x-lastx; //check the difference between the current x and the last x position
int diffy=y-lasty; //check the difference between the current y and the last y position
lastx=x; //set lastx to the current x position
lasty=y; //set lasty to the current y position
xrot += (float) diffy; //set the xrot to xrot with the addition of the difference in the y position
yrot += (float) diffx;// set the xrot to yrot with the addition of the difference in the x position
}

To get GLUT to register the mouse movements, we call the line:
glutPassiveMotionFunc(mouseMovement);
to see where the mouse is when no mouse button is pressed and call
any functions within our mouseMovement function.

And that does it…

You now know how to add a strafe movement and mouse view.
The next camera tutorial will have lean, jump and duck effects.

If you have any questions, email me at swiftless@gmail.com

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    #include <GL/gl.h>
#include <GL/glut.h>
#include <stdlib.h>
#include <math.h>

//angle of rotation
float xpos = 0, ypos = 0, zpos = 0, xrot = 0, yrot = 0, angle=0.0;

float lastx, lasty;

//positions of the cubes
float positionz[10];
float positionx[10];

void cubepositions (void) { //set the positions of the cubes

    for (int i=0;i<10;i++)
    {
    positionz[i] = rand()%5 + 5;
    positionx[i] = rand()%5 + 5;
    }
}

//draw the cube
void cube (void) {
    for (int i=0;i<10;i++)
    {
    glPushMatrix();
    glTranslated(positionx[i + 1] * 10, 0, positionz[i + 1] *
10); //translate the cube
    glutSolidCube(2); //draw the cube
    glPopMatrix();
    }
}

void init (void) {
cubepositions();
}

void enable (void) {
    glEnable (GL_DEPTH_TEST); //enable the depth testing
    glEnable (GL_LIGHTING); //enable the lighting
    glEnable (GL_LIGHT0); //enable LIGHT0, our Diffuse Light
    glShadeModel (GL_SMOOTH); //set the shader to smooth shader

}

void camera (void) {
    glRotatef(xrot,1.0,0.0,0.0);  //rotate our camera on teh 
x-axis (left and right)

    glRotatef(yrot,0.0,1.0,0.0);  //rotate our camera on the 
y-axis (up and down)

    glTranslated(xpos,ypos,zpos); //translate the screen
 to the position of our camera

}

void display (void) {
    glClearColor (0.0,0.0,0.0,1.0); //clear the screen to 
black

    glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); /
/clear the color buffer and the depth buffer

    glLoadIdentity();  
    camera();
    enable();
    cube(); //call the cube drawing function
    glutSwapBuffers(); //swap the buffers
    angle++; //increase the angle
}

void reshape (int w, int h) {
    glViewport (0, 0, (GLsizei)w, (GLsizei)h); //set the viewport
 to the current window specifications

    glMatrixMode (GL_PROJECTION); //set the matrix to projection

    glLoadIdentity ();
    gluPerspective (60, (GLfloat)w / (GLfloat)h, 1.0, 1000.0
); //set the perspective (angle of sight, width, height, , 
depth)

    glMatrixMode (GL_MODELVIEW); //set the matrix back to model

}

void keyboard (unsigned char key, int x, int y) {
    if (key==‘q’)
    {
    xrot += 1;
    if (xrot >360) xrot = 360;
    }

    if (key==‘z’)
    {
    xrot = 1;
    if (xrot < 360) xrot += 360;
    }

    if (key==‘w’)
    {
    float xrotrad, yrotrad;
    yrotrad = (yrot / 180 * 3.141592654f);
    xrotrad = (xrot / 180 * 3.141592654f);
    xpos += float(sin(yrotrad)) ;
    zpos = float(cos(yrotrad)) ;
    ypos = float(sin(xrotrad)) ;
    }

    if (key==‘s’)
    {
    float xrotrad, yrotrad;
    yrotrad = (yrot / 180 * 3.141592654f);
    xrotrad = (xrot / 180 * 3.141592654f);
    xpos = float(sin(yrotrad));
    zpos += float(cos(yrotrad)) ;
    ypos += float(sin(xrotrad));
    }

    if (key==‘d’)
    {
    float yrotrad;
    yrotrad = (yrot / 180 * 3.141592654f);
    xpos += float(cos(yrotrad)) * 0.2;
    zpos += float(sin(yrotrad)) * 0.2;
    }

    if (key==‘a’)
    {
    float yrotrad;
    yrotrad = (yrot / 180 * 3.141592654f);
    xpos = float(cos(yrotrad)) * 0.2;
    zpos = float(sin(yrotrad)) * 0.2;
    }

    if (key==27)
    {
    exit(0);
    }
}

void mouseMovement(int x, int y) {
    int diffx=xlastx; //check the difference between the 
current x and the last x position

    int diffy=ylasty; //check the difference between the 
current y and the last y position

    lastx=x; //set lastx to the current x position
    lasty=y; //set lasty to the current y position
    xrot += (float) diffy; //set the xrot to xrot with the addition
 of the difference in the y position

    yrot += (float) diffx;    //set the xrot to yrot with the addition
 of the difference in the x position

}

int main (int argc, char **argv) {
    glutInit (&argc, argv);
    glutInitDisplayMode (GLUT_DOUBLE | GLUT_DEPTH);
    glutInitWindowSize (500, 500);
    glutInitWindowPosition (100, 100);
    glutCreateWindow (“A basic OpenGL Window);
    init ();
    glutDisplayFunc (display);
    glutIdleFunc (display);
    glutReshapeFunc (reshape);

    glutPassiveMotionFunc(mouseMovement); //check for mouse
 movement

    glutKeyboardFunc (keyboard);
    glutMainLoop ();
    return 0;
}

  • March 25, 2010
  • 14