fix: camera movement #1
16
src/main.cpp
16
src/main.cpp
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@ -244,24 +244,24 @@ class VulkanApp {
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struct Camera {
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glm::dvec3 position;
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glm::dvec3 front;
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glm::dvec3 up;
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f64 speed {};
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glm::dvec3 look_at;
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f64 speed {1.0};
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Camera() : position(2.0, 2.0, 2.0), front(0.0, 0.0, 0.0), up(0.0, 0.0, 1.0) {}
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Camera() : position(2.0, 2.0, 2.0), up(0.0, 0.0, 1.0), look_at(0.0) {}
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[[nodiscard]] fn getViewMatrix() const -> glm::mat4 { return glm::lookAt(position, front, up); }
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[[nodiscard]] fn getViewMatrix() const -> glm::mat4 { return glm::lookAt(position, look_at, up); }
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fn moveForward(f64 deltaTime) -> void { position += speed * front * deltaTime; }
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fn moveForward(f64 deltaTime) -> void { position += (look_at - position) * speed * deltaTime; }
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fn moveBackward(f64 deltaTime) -> void { position -= speed * front * deltaTime; }
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fn moveBackward(f64 deltaTime) -> void { position -= (look_at - position) * speed * deltaTime; }
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fn moveLeft(f64 deltaTime) -> void {
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position -= glm::normalize(glm::cross(front, up)) * speed * deltaTime;
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position -= glm::normalize(glm::cross((look_at - position), up)) * speed * deltaTime;
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}
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fn moveRight(f64 deltaTime) -> void {
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position += glm::normalize(glm::cross(front, up)) * speed * deltaTime;
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position += glm::normalize(glm::cross((look_at - position), up)) * speed * deltaTime;
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}
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};
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@ -50,7 +50,7 @@ class ShaderCompiler {
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throw runtime_error("Shader compilation failed for: " + shaderName);
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// Cache the compiled SPIR-V binary
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saveCompiledShader(spirvCode, cacheFile);
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saveCompiledShader(spirvCode, cacheFile.string());
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return spirvCode;
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}
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@ -19,7 +19,7 @@ namespace stb {
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*
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* @param path The filesystem path to the image file to load.
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*/
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UniqueImage(const std::filesystem::path& path) { load(path.c_str()); }
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UniqueImage(const std::filesystem::path& path) { load(path.string().c_str()); }
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// Deleted copy constructor to prevent copying.
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UniqueImage(const UniqueImage&) = delete;
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