Java tutorial
/* * Copyright 2011 Benjamin Glatzel <benjamin.glatzel@me.com>. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ package com.github.begla.blockmania.rendering.cameras; import com.github.begla.blockmania.configuration.ConfigurationManager; import org.lwjgl.opengl.GL11; import org.lwjgl.util.glu.GLU; import javax.vecmath.Vector3f; import static org.lwjgl.opengl.GL11.*; import static org.lwjgl.util.glu.GLU.gluPerspective; /** * Provides global access to fonts. * * @author Benjamin Glatzel <benjamin.glatzel@me.com> */ public class FirstPersonCamera extends Camera { public static final float FOV = ((Double) ConfigurationManager.getInstance().getConfig().get("Graphics.fov")) .floatValue(); public static final float ASPECT_RATIO = ((Double) ConfigurationManager.getInstance().getConfig() .get("Graphics.aspectRatio")).floatValue(); double _bobbingRotationOffsetFactor, _bobbingVerticalOffsetFactor = 0.0; public void loadProjectionMatrix() { glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(FOV, ASPECT_RATIO, 0.1f, 1024f); glMatrixMode(GL11.GL_MODELVIEW); } public void loadModelViewMatrix() { glMatrixMode(GL11.GL_MODELVIEW); glLoadIdentity(); Vector3f right = new Vector3f(); right.cross(_viewingDirection, _up); right.scale((float) _bobbingRotationOffsetFactor); right.y += _bobbingVerticalOffsetFactor; GLU.gluLookAt(_position.x + right.x, _position.y + (float) _bobbingVerticalOffsetFactor * 2.0f + right.y, _position.z + right.z, _position.x + _viewingDirection.x + right.x, _position.y + _viewingDirection.y + (float) _bobbingVerticalOffsetFactor * 2.0f + right.y, _position.z + _viewingDirection.z + right.z, _up.x + right.x, _up.y + right.y, _up.z + right.z); _viewFrustum.updateFrustum(); } public void loadNormalizedModelViewMatrix() { glMatrixMode(GL11.GL_MODELVIEW); glLoadIdentity(); Vector3f right = new Vector3f(); right.cross(_viewingDirection, _up); right.scale((float) _bobbingRotationOffsetFactor); right.y += _bobbingVerticalOffsetFactor; GLU.gluLookAt(right.x, right.y, right.z, _viewingDirection.x + right.x, _viewingDirection.y + right.y, _viewingDirection.z + right.z, _up.x + right.x, _up.y + right.y, _up.z + right.z); } public void setBobbingRotationOffsetFactor(double f) { _bobbingRotationOffsetFactor = f; } public void setBobbingVerticalOffsetFactor(double f) { _bobbingVerticalOffsetFactor = f; } }