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C++ Game Development By Example

You're reading from   C++ Game Development By Example Learn to build games and graphics with SFML, OpenGL, and Vulkan using C++ programming

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Product type Paperback
Published in May 2019
Publisher Packt
ISBN-13 9781789535303
Length 420 pages
Edition 1st Edition
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Author (1):
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Siddharth Shekar Siddharth Shekar
Author Profile Icon Siddharth Shekar
Siddharth Shekar
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Table of Contents (18) Chapters Close

Preface 1. Section 1: Basic Concepts FREE CHAPTER
2. C++ Concepts 3. Mathematics and Graphics Concepts 4. Section 2: SFML 2D Game Development
5. Setting Up Your Game 6. Creating Your Game 7. Finalizing Your Game 8. Section 3: Modern OpenGL 3D Game Development
9. Getting Started with OpenGL 10. Building on the Game Objects 11. Enhancing Your Game with Collision, Loops, and Lighting 12. Section 4: Rendering 3D Objects with Vulkan
13. Getting Started with Vulkan 14. Preparing the Clear Screen 15. Creating Object Resources 16. Drawing Vulkan Objects 17. Other Books You May Enjoy

The Camera class

We will create a basic camera class so that we can set the camera's position and set the view and projection matrices. This class will be very similar to the camera class created for the OpenGL project. The camera.h file is as follows:

#pragma once 
 
#define GLM_FORCE_RADIAN 
#include <glm\glm.hpp> 
#include <glm\gtc\matrix_transform.hpp> 
 
class Camera 
{ 
public: 
    
   void init(float FOV, float width, float height, float nearplane, 
float farPlane); void setCameraPosition(glm::vec3 position); glm::mat4 getViewMatrix(); glm::mat4 getprojectionMatrix(); private: glm::mat4 projectionMatrix; glm::mat4 viewMatrix; glm::vec3 cameraPos; };

It has an init function, which takes the FOV, width, and height of the viewport, and the near and far planes to construct the projection matrix. We have a setCameraPosition...

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