Add zooming by modifying fov in perspective matrix

This commit is contained in:
Doyle Thai 2016-06-04 17:14:08 +10:00
parent 83d44b8991
commit d08cc4621b
2 changed files with 15 additions and 2 deletions

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@ -22,6 +22,7 @@ f32 lastX = 400;
f32 lastY = 300;
f32 yaw = -90.0f;
f32 pitch = 0.0f;
f32 fov = 45.0f;
b32 firstMouse;
b32 keys[1024];
@ -119,6 +120,16 @@ void mouse_callback(GLFWwindow *window, double xPos, double yPos)
cameraFront = glm::normalize(front);
}
void scroll_callback(GLFWwindow *window, double xOffset, double yOffset)
{
if (fov >= 1.0f && fov <= 45.0f)
fov -= (f32)yOffset;
else if (fov <= 1.0f)
fov = 1.0f;
else // fov >= 45.0f
fov = 45.0f;
}
int main()
{
glfwInit();
@ -153,8 +164,10 @@ int main()
glViewport(0, 0, screenWidth, screenHeight);
glfwSetKeyCallback(window, key_callback);
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
glfwSetCursorPosCallback(window, mouse_callback);
glfwSetScrollCallback(window, scroll_callback);
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
firstMouse = TRUE;
glEnable(GL_DEPTH_TEST);
@ -354,7 +367,7 @@ int main()
/* Projection */
glm::mat4 projection;
projection = glm::perspective(glm::radians(45.0f),
projection = glm::perspective(fov,
((f32)screenWidth / (f32)screenHeight),
0.1f, 100.0f);