Can somebody help me intilizarion of camera in OpenGL ES 2.0
I mean matrix calculation for Camera LookAt, Position and Up vector ?
Mahesh
Camera Intilization in OpenGL ES 2.0
Started by maheshbinny, May 11 2012 03:42 AM
4 replies to this topic
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#2 Members - Reputation: 246
Posted 11 May 2012 - 09:43 AM
Here's my lookat() implementation:
void Matrix::makeLookAt( const Vec3& aEye, const Vec3& aCenter, const Vec3& aUp, float* aMatrix )
{
assert( aMatrix );
Vec3 forward = aCenter - aEye;
forward.normalize();
Vec3 right = forward.cross( aUp );
right.normalize();
const Vec3 up = right.cross( forward );
aMatrix[ 0 ] = right.x;
aMatrix[ 4 ] = right.y;
aMatrix[ 8 ] = right.z;
aMatrix[ 12 ] = 0;
aMatrix[ 1 ] = up.x;
aMatrix[ 5 ] = up.y;
aMatrix[ 9 ] = up.z;
aMatrix[13 ] = 0;
aMatrix[ 2 ] = -forward.x;
aMatrix[ 6 ] = -forward.y;
aMatrix[10 ] = -forward.z;
aMatrix[14 ] = 0;
aMatrix[ 3 ] = aMatrix[ 7 ] = aMatrix[ 11 ] = 0.0f;
aMatrix[15 ] = 1.0f;
float translate[ 16 ];
Matrix::identity( translate );
translate[ 12 ] = -aEye.x;
translate[ 13 ] = -aEye.y;
translate[ 14 ] = -aEye.z;
multiply( translate, aMatrix, aMatrix );
}
#3 Members - Reputation: 1604
Posted 11 May 2012 - 11:43 AM
In MathGeoLib float3x4 class, you can find an implementation of a LookAt matrix. The derivation is identical, up to translation, to the function float3x3::LookAt, and the code and documentation on how it is done is available here. This matrix will map from the local space of the object (object==camera in this case) to the world space, so for the camera, this mapping will be a View->World space mapping. To produce a World->View space mapping as is usually needed, take the inverse of the resulting matrix.
Edited by clb, 11 May 2012 - 11:44 AM.
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#4 Members - Reputation: 118
Posted 14 May 2012 - 04:26 AM
Here's my lookat() implementation:
void Matrix::makeLookAt( const Vec3& aEye, const Vec3& aCenter, const Vec3& aUp, float* aMatrix ) { assert( aMatrix ); Vec3 forward = aCenter - aEye; forward.normalize(); Vec3 right = forward.cross( aUp ); right.normalize(); const Vec3 up = right.cross( forward ); aMatrix[ 0 ] = right.x; aMatrix[ 4 ] = right.y; aMatrix[ 8 ] = right.z; aMatrix[ 12 ] = 0; aMatrix[ 1 ] = up.x; aMatrix[ 5 ] = up.y; aMatrix[ 9 ] = up.z; aMatrix[13 ] = 0; aMatrix[ 2 ] = -forward.x; aMatrix[ 6 ] = -forward.y; aMatrix[10 ] = -forward.z; aMatrix[14 ] = 0; aMatrix[ 3 ] = aMatrix[ 7 ] = aMatrix[ 11 ] = 0.0f; aMatrix[15 ] = 1.0f; float translate[ 16 ]; Matrix::identity( translate ); translate[ 12 ] = -aEye.x; translate[ 13 ] = -aEye.y; translate[ 14 ] = -aEye.z; multiply( translate, aMatrix, aMatrix ); }
Thank you very much






