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OpenGL Development Cookbook

You're reading from   OpenGL Development Cookbook OpenGL brings an added dimension to your graphics by utilizing the remarkable power of modern GPUs. This straight-talking cookbook is perfect for intermediate C++ programmers who want to exploit the full potential of OpenGL.

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Product type Paperback
Published in Jun 2013
Publisher Packt
ISBN-13 9781849695046
Length 326 pages
Edition 1st Edition
Tools
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Author (1):
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Muhammad Mobeen Movania Muhammad Mobeen Movania
Author Profile Icon Muhammad Mobeen Movania
Muhammad Mobeen Movania
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Toc

Table of Contents (10) Chapters Close

Preface 1. Introduction to Modern OpenGL FREE CHAPTER 2. 3D Viewing and Object Picking 3. Offscreen Rendering and Environment Mapping 4. Lights and Shadows 5. Mesh Model Formats and Particle Systems 6. GPU-based Alpha Blending and Global Illumination 7. GPU-based Volume Rendering Techniques 8. Skeletal and Physically-based Simulation on the GPU Index

Implementing a vector-based camera with FPS style input support

We will begin this chapter by designing a simple class to handle the camera. In a typical OpenGL application, the viewing operations are carried out to place a virtual object on screen. We leave the details of the transformations required in between to a typical graduate text on computer graphics like the one given in the See also section of this recipe. This recipe will focus on designing a simple and efficient camera class. We create a simple inheritance from a base class called CAbstractCamera. We will inherit two classes from this parent class, CFreeCamera and CTargetCamera, as shown in the following figure:

Implementing a vector-based camera with FPS style input support

Getting ready

The code for this recipe is in the Chapter2/src directory. The CAbstractCamera class is defined in the AbstractCamera.[h/cpp] files.

class CAbstractCamera
{
public:
  CAbstractCamera(void);
  ~CAbstractCamera(void);
  void SetupProjection(const float fovy, const float aspectRatio, const float near=0.1f, const...
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