In this article, we will be consolidating the matrix and camera knowledge from the previous article into the new tdogl::Camera class, which will be a first-person shooter type of camera. Then, we will connect the camera to keyboard and mouse input, so we can move within the 3D scene and look around. This will involve learning a bit of vector math. We will also learn about inverting matrices, which was not mentioned in the previous article.

Accessing The Code

Download all lessons as a zip from here: https://github.com/tomdalling/opengl-series/archive/master.zip

Setup instructions are available in the first article: Getting Started in Xcode, Visual C++, and Linux.

This article builds on the code from the previous article.

All the code in this series of articles is available from github: https://github.com/tomdalling/opengl-series. You can download a zip of all the files from that page, or you can clone the repository if you are familiar with git. The code for this article can be found in the windows/04_camera, osx/04_camera, and linux/04_camera directories.

Vector Theory

Just when you thought the mathematical theory lesson was over, after learning matrix theory in the previous article, here comes the next instalment: vectors. A decent understanding of vectors is fundamental to 3D programming. When we get to the code later, we will be using vectors to move the camera in various different directions using the keyboard.

In 3D (and also 2D), vectors are used to represent a few different things, such as:

  • Position (i.e. coordinates)
  • Displacement (e.g. movement)
  • Direction (e.g. north, south, up, down, etc.)
  • Velocity (e.g. the speed and direction of a car)
  • Acceleration (e.g. gravity)

You may have noticed that the above concepts are usually implemented in physics engines. We will not be implementing any physics in this article, but a good understanding of vectors is the first step towards implementing some physics.

To use a mathematical definition, a vector is a direction with a magnitude.

So, what is a vector? To use a mathematical definition, a vector is a direction with a magnitude. A vector can point in any direction. It can be up, down, left, right, towards the donut shop, north, south-south west, etc. Any direction you can point your finger is a valid direction for a 3D vector. The other part of a vector, the magnitude, is the length or size of the vector.

The easiest way to visualise a vector is to draw it. Vectors are typically drawn as arrows. The arrow head tells you the direction of the vector, and the length of the arrow is the magnitude. The illustrations in this article will be of 2D vectors, but the theory applies to both 2D and 3D vectors.


Below are a few examples of vectors used to represent different concepts.

Direction Magnitude Represents
5km north North 5km Location
10cm above your head Up (above your head) 10cm Location
Driving at 50km/hour towards the lake Towards the lake 50km/hour Velocity
Earth’s gravity pulls at 9.8m/s2 Towards the earth’s center of mass 9.8m/s2 Acceleration

When it comes to programming, a vector is just an array of numbers. Each number is a “dimension” of the vector. For example, a three-dimensional (3D) vector is an array of three numbers.

When it comes to programming, a vector is just an array of numbers. Each number is a “dimension” of the vector. For example, a three-dimensional (3D) vector is an array of three numbers, a 2D vector is an array of two numbers, and so on. Because we’re working in 3D, we will mostly be dealing with 3D vectors, but we will also need 4D vectors in some situations. Whenever I say “vector,” I mean a 3D vector. We are using GLM as our vector math library, so the 2D, 3D, and 4D vector types are glm::vec2, glm::vec3, and glm::vec4, respectively.

The three dimensions of a 3D vector are the X, Y and Z values.

It is easy to see how a 3D vector is used to represent a vertex, a coordinate, or a position. The three dimensions of a 3D vector are the X, Y and Z values. When a vector represents a position, the direction and magnitude are measured from the origin (coordinate (0,0,0)). For example, if an object has the XYZ coordinate of (0,2,0), then the magnitude is 2, and the direction is “up the Y axis.”

Vector Negation

When you negate a vector the magnitude stays the same, but the direction becomes the opposite of what it used to be.

When you negate a vector – that is, when you make a vector negative – the magnitude stays the same, but the direction becomes the opposite of what it used to be.

For example:

A = 5km north
-A = 5km south


We will be using vector negation to calculate the direction to the left of the camera, based on the direction to the right. Something like this:

glm::vec3 rightDirection = gCamera.right();
glm::vec3 leftDirection = -rightDirection; //vector negation

Scalar Multiplication

When you multiply a vector by a single number, the result is a new vector with the same direction, but the magnitude has been multiplied by the single number.

When you multiply a vector by a single number, the result is a new vector with the same direction, but the magnitude has been multiplied by the single number. The single number is called a “scalar,” which is why this is called “scalar multiplication.”

For example:

A = 5km north
0.5 × A = 2.5km north
2 × A = 10km north


We will be using scalar multiplication to calculate the displacement of the camera’s position based on the “move speed” of the camera. Something like this:

const float moveSpeed = 2.0; //units per second
float distanceMoved = moveSpeed * secondsElapsed;
glm::vec3 forwardDirection = gCamera.forward();
glm::vec3 displacement = distanceMoved * forwardDirection; //scalar multiplication

Vector Addition

Vector addition is most easily understood by looking at a graphical representation in 2D. To add vectors together, place them head (arrow end) to tail (non-arrow end). Order is not important. The result of the addition is: a vector from the tail of the first vector to the head of the last vector.


Notice how the magnitude (length) and direction of the vectors never changes, even though they appear in different positions. Remember that vectors have a direction and a magnitude only. They don’t have a start point, so they can be drawn in a different position but still be identical.

For example:

A = 1km north
B = 1km east
A + B = 1.41km northeast

Vector subtraction is the same as adding a negative vector, for example:

A = 1km north
B = 1km east
A - B = 1.41km northwest
A + (-B) = 1.41km northwest

We will be using vector addition to calculate the new position of the camera, after it has been displaced (moved). Something like this:

glm::vec3 displacement = gCamera.forward() * moveSpeed * secondsElapsed;
glm::vec3 oldPosition = gCamera.position();
glm::vec3 newPosition = oldPosition + displacement; //vector addition

Unit Vectors

Unit vectors are vectors with a magnitude equal to one. They are often used to represent a direction.

Unit vectors are vectors with a magnitude equal to one. They are often used to represent a direction.

It doesn’t really matter what the magnitude is when a vector is only used to represent a direction. However, if the magnitude is equal to one, it allows us to do calculations more easily.

When you perform scalar multiplication on a unit vector, the direction stays the same, but the magnitude will be equal to the scalar. So if you multiply a unit vector by five, then the magnitude of the resulting vector is also five. If you multiply by 123, the magnitude will be 123. It basically allows us to set the exact magnitude of a vector, without affecting the direction.

This allows us to do things like moving the camera 12 units to the left. We take the unit vector for the left direction, set the magnitude to 12 using scalar multiplication, then use that to calculate the new position. The code would look something like this:

// `gCamera.right()` returns a unit vector, therefor `leftDirection` will also be a unit vector.
// Negation only affects the direction, not the magnitude.
glm::vec3 leftDirection = -gCamera.right();
//`displacement` will have a magnitude of 12
glm::vec3 displacement = leftDirection * 12;
//`newPosition` will be 12 units to the left of `oldPosition`
glm::vec3 newPosition = oldPosition + displacement;

Any vector can be turned into a unit vector. This operation is called normalisation. This is how to normalise a vector using GLM:

glm::vec3 someRandomVector = glm::vec3(123,456,789);
glm::vec3 unitVector = glm::normalize(someRandomVector);

The tdogl::Camera Class

Congratulations if you’ve made it this far! You now understand enough about vectors to get into the code.

The interface for the tdogl::Camera class is available here, and the implementation is here.

As we learnt in the previous article, a camera in OpenGL can be represented as a matrix. The purpose of the tdogl::Camera class is to create this matrix based on a bunch of attributes, such as:

  • Camera position
  • Camera orientation (direction)
  • Zoom (field of view)
  • Maximum and minimum viewing distances (near and far planes)
  • The aspect ratio of the viewport/window

There are setters and getters for each of the attributes above. These attributes were explained in the previous article.

Let’s look at the matrix and orientation methods to see how all of these attributes are combined into a single matrix.

glm::mat4 Camera::matrix() const {
    glm::mat4 camera = glm::perspective(_fieldOfView, _viewportAspectRatio, _nearPlane, _farPlane);
    camera *= orientation();
    camera = glm::translate(camera, -_position);
    return camera;

glm::mat4 Camera::orientation() const {
    glm::mat4 orientation;
    orientation = glm::rotate(orientation, _verticalAngle, glm::vec3(1,0,0));
    orientation = glm::rotate(orientation, _horizontalAngle, glm::vec3(0,1,0));
    return orientation;

As you can see, the final camera matrix is a combination of four different transformations. In order, the transformations are:

  1. Translate, based on the position of the camera
  2. Rotate, based on the horizontal (left/right) angle of the camera
  3. Rotate, based on the vertical (up/down) angle of the camera
  4. Perspective, based on the field of view, near plane, far plane, and aspect ratio.

If the order looks reversed to you, then remember that matrix multiplication works from right to left – or, in this case, bottom to top.

Notice that the translation uses the negated position of the camera. Again, remember the previous article, where it explains that instead of moving the camera forward we would pull the whole 3D scene backward. The vector negation will reverse the direction, so “forward” will become “backward”.

The tdogl::Camera class also has methods that return directions as unit vectors: up, right and forward. We need to know these directions in order to move the camera with the keyboard.

Inverting the Camera Orientation Matrix

Let’s have a look at the implementation of the tdogl::Camera::up method, because it contains two things that we haven’t come across before.

glm::vec3 Camera::up() const {
    glm::vec4 up = glm::inverse(orientation()) * glm::vec4(0,1,0,1);
    return glm::vec3(up);

An inverse matrix is a matrix that does the exact opposite of another matrix, which means it can “undo” the transformation that the other matrix produces.

The first thing we will look at is the use of glm::inverse. From the last article, we know that matrices transform coordinates. In certain situations, we also want to “untransform” coordinates. That is, we want to take a transformed coordinate and calculate what it used to be, before it was transformed by matrix multiplication. To do this, we need to calculate the inverse of the matrix. An inverse matrix is a matrix that does the exact opposite of another matrix, which means it can “undo” the transformation that the other matrix produces. For example, if matrix A rotates 90° around the Y axis, then the inverse of matrix A will rotate -90° around the Y axis.

When the direction of the camera changes, so does the “up” direction. For example, imagine that there is an arrow pointing out of the top of your head. If you rotate your head to look down at the ground, then the arrow tilts forward. If you rotate your head to look up at the sky, the arrow tilts backwards. If you look straight ahead, then your head is completely “unrotated,” so the arrow points directly upwards. The way we calculate the up direction of the camera is by taking the “directly upwards” unit vector (0,1,0) and “unrotate” it by using the inverse of the camera’s orientation matrix. Or, to explain it differently, the up direction is always (0,1,0) after the camera rotation has been applied, so we multiply (0,1,0) by the inverse rotation, which gives us the up direction before the camera rotation was applied.

(0,1,0) is a unit vector, and when you rotate a unit vector the result will still be a unit vector. If the result was not a unit vector, we would have to use glm::normalize on the return value.

The same trick is used to calculate the forward and right directions of the camera.

You may have noticed that it uses a 4D vector – a glm::vec4. As explained in the last article, 4×4 matrices (glm::mat4) require 4D vectors for matrix multiplication – using a glm::vec3 will result in a compile error. The way we get around this is by turning the 3D vector (0,1,0) into the 4D vector (0,1,0,1), then we do the matrix multiplication, then we convert the 4D vector back into 3D before returning it.

Integrating the tdogl::Camera Class

Now we are ready to actually use the tdogl::Camera class.

In the previous article, we had separate shader variables for the projection matrix and the camera matrix. In this article, tdogl::Camera combines both matrices, so let’s remove the projection shader variable and just use the camera variable. This is the updated vertex shader:

#version 150

uniform mat4 camera;
uniform mat4 model;

in vec3 vert;
in vec2 vertTexCoord;

out vec2 fragTexCoord;

void main() {
    // Pass the tex coord straight through to the fragment shader
    fragTexCoord = vertTexCoord;
    // Apply all matrix transformations to vert
    gl_Position = camera * model * vec4(vert, 1);

Now we will integrate tdogl::Camera into the code in main.cpp (main.mm on OSX). Let’s include the class header:

#include "tdogl/Camera.h"

And declare the camera as a global:

tdogl::Camera gCamera;

In the previous article, the camera and projection matrices never changed, so we set them once in the LoadShaders function. The camera matrix will change in this article, because we will be controlling it with the mouse and keyboard, so we will have to set the camera matrix every frame inside the Render function. First, let’s remove the old code from LoadShaders:

static void LoadShaders() {
    std::vector<tdogl::Shader> shaders;
    shaders.push_back(tdogl::Shader::shaderFromFile(ResourcePath("vertex-shader.txt"), GL_VERTEX_SHADER));
    shaders.push_back(tdogl::Shader::shaderFromFile(ResourcePath("fragment-shader.txt"), GL_FRAGMENT_SHADER));
    gProgram = new tdogl::Program(shaders);

    // the commented-out code below was removed

    //set the "projection" uniform in the vertex shader, because it's not going to change
    glm::mat4 projection = glm::perspective<float>(50.0, SCREEN_SIZE.x/SCREEN_SIZE.y, 0.1, 10.0);
    //glm::mat4 projection = glm::ortho<float>(-2, 2, -2, 2, 0.1, 10);
    gProgram->setUniform("projection", projection);

    //set the "camera" uniform in the vertex shader, because it's also not going to change
    glm::mat4 camera = glm::lookAt(glm::vec3(3,3,3), glm::vec3(0,0,0), glm::vec3(0,1,0));
    gProgram->setUniform("camera", camera);


And let’s set the camera shader variable inside of Render:

// draws a single frame
static void Render() {
    // clear everything
    glClearColor(0, 0, 0, 1); // black
    // bind the program (the shaders)

    // set the "camera" uniform
    gProgram->setUniform("camera", gCamera.matrix());

The call to gCamera.matrix() returns a glm::mat4, and the setUniform method uses glUniformMatrix4fv to set the camera matrix uniform variable in the vertex shader.

Let’s set the initial position of the camera and the aspect ratio of the window inside of AppMain.

gCamera.setViewportAspectRatio(SCREEN_SIZE.x / SCREEN_SIZE.y);

For all the other properties of the camera, we will just use the default values.

If you run the program now, you should see the spinning cube that we made in the previous article. The last step is to make the camera controllable via the keyboard and mouse.

Keyboard Input

Let’s do the keyboard controls first. Every time we update the scene, we will check if the ‘W’, ‘A’, ‘S’, or ‘D’ keys are down, and move the camera a little bit. The function glfwGetKey will return a boolean indicating whether a key is held down or not. The new Update function looks like this:

// update the scene based on the time elapsed since last update
void Update(float secondsElapsed) {
    //rotate the cube
    const GLfloat degreesPerSecond = 180.0f;
    gDegreesRotated += secondsElapsed * degreesPerSecond;
    while(gDegreesRotated > 360.0f) gDegreesRotated -= 360.0f;

    //move position of camera based on WASD keys
    const float moveSpeed = 2.0; //units per second
        gCamera.offsetPosition(secondsElapsed * moveSpeed * -gCamera.forward());
    } else if(glfwGetKey('W')){
        gCamera.offsetPosition(secondsElapsed * moveSpeed * gCamera.forward());
        gCamera.offsetPosition(secondsElapsed * moveSpeed * -gCamera.right());
    } else if(glfwGetKey('D')){
        gCamera.offsetPosition(secondsElapsed * moveSpeed * gCamera.right());

Rotating the cube is from the previous article, so we’ll ignore that.

Let’s have a closer look at what happens when the ‘S’ key is held down:

gCamera.offsetPosition(secondsElapsed * moveSpeed * -gCamera.forward());

There is a lot happening on that single line, so let’s rewrite it to understand it better, in a new function called MoveCameraBackwards.

void MoveCameraBackwards(float secondsElapsed) {
    //TODO: finish writing this function

Backwards is a direction, so it will be represented as a unit vector. There is no method called backward in the camera class, but there is a method called forward. Backward is the opposite direction of forward, so if we negate the forward unit vector, we get the backward unit vector.

void MoveCameraBackwards(float secondsElapsed) {
    //`direction` is a unit vector, set to the "backwards" direction
    glm::vec3 direction = -gCamera.forwards();

    //TODO: finish writing this function

Next, we have to know how far to move the camera. We have the speed that the camera is moving, in the moveSpeed constant. We also have the amount of time that has elapsed since the last frame, in the argument secondsElapsed which comes from the Update function. Multiplying these two values will give us the total distance to move the camera.

void MoveCameraBackwards(float secondsElapsed) {
    //`direction` is a unit vector, set to the "backwards" direction
    glm::vec3 direction = -gCamera.forwards();

    //`distance` is the total distance to move the camera
    float distance = moveSpeed * secondsElapsed;

    //TODO: finish writing this function

Now that we know the distance and direction of the movement, we can make a displacement vector. The magnitude will be distance, and the direction comes from direction. Because direction is a unit vector, we can use scalar multiplication to set the magnitude.

void MoveCameraBackwards(float secondsElapsed) {
    //`direction` is a unit vector, set to the "backwards" direction
    glm::vec3 direction = -gCamera.forwards(); //vector negation

    //`distance` is the total distance to move the camera
    float distance = moveSpeed * secondsElapsed;

    //`displacement` is a combination of `distance` and `direction`
    glm::vec3 displacement = distance * direction; //scalar multiplication

    //TODO: finish writing this function

Lastly, we have to move (a.k.a displace) the original position of the camera. This is done by vector addition. The basic formula is newPosition = oldPosition + displacement.

void MoveCameraBackwards(float secondsElapsed) {
    //`direction` is a unit vector, set to the "backwards" direction
    glm::vec3 direction = -gCamera.forwards(); //vector negation

    //`distance` is the total distance to move the camera
    float distance = moveSpeed * secondsElapsed;

    //`displacement` is a combination of `distance` and `direction`
    glm::vec3 displacement = distance * direction; //scalar multiplication

    //change the position of the camera
    glm::vec3 oldPosition = gCamera.position();
    glm::vec3 newPosition = oldPosition + displacement; //vector addition

Done! The MoveCameraBackwards function does exactly the same thing as the single line:

gCamera.offsetPosition(secondsElapsed * moveSpeed * -gCamera.forward());

The offsetPosition method does the vector addition, and it takes a displacement vector as its argument. Let’s keep using the single line instead of the MoveCameraBackwards function, because less code is better.

All the other keys work in exactly the same way, except the direction is different. While we’re at it, let’s make the ‘Z’ and ‘X’ keys move the camera up and down.

    gCamera.offsetPosition(secondsElapsed * moveSpeed * -glm::vec3(0,1,0));
} else if(glfwGetKey('X')){
    gCamera.offsetPosition(secondsElapsed * moveSpeed * glm::vec3(0,1,0));

Notice how it uses the vector (0,1,0) instead of gCamera.up(). Remember that the “up” direction will change depending on the direction that the camera looks. If the camera looks at the ground, the “up” direction will be tilted forwards. If the camera looks at the sky, the “up” direction will be tilted backwards. That’s not exactly the behaviour that we want, so we use the “directly up” direction (0,1,0) instead, which does not depend on the direction that camera is looking.

If you run the program now, you can use the ‘W’, ‘A’, ‘S’, ‘D’, ‘X’, and ‘Z’ keys to move forward, left, backwards, right, up and down, respectively. You still can’t change the direction that the camera is looking, because that will be controlled by the mouse.

Mouse Input

At the moment, our window doesn’t capture the mouse. That is, you can still see the mouse moving over the top of the window. We want the mouse to be invisible, and we also don’t want it to go outside of the window while we’re using it to look around. To achieve this, we have to change some of the GLFW settings.

Before we capture the mouse, let’s make the escape key quit the program. We won’t be able to click the close button anymore, because the mouse will be invisible and can’t leave the window. Let’s do this at the bottom of the main loop inside AppMain

// run while the window is open
double lastTime = glfwGetTime();
    // update the scene based on the time elapsed since last update
    double thisTime = glfwGetTime();
    Update(thisTime - lastTime);
    lastTime = thisTime;
    // draw one frame

    // check for errors
    GLenum error = glGetError();
    if(error != GL_NO_ERROR)
        std::cerr << "OpenGL Error " << error << ": " << (const char*)gluErrorString(error) << std::endl;

    //exit program if escape key is pressed

Now we can capture the mouse. Just after we open the window with glfwOpenWindow, do this:

// GLFW settings
glfwSetMousePos(0, 0);

This makes the mouse invisible and moves it to the pixel coordinate (0,0). Inside Update we will get the position of the mouse, update the camera, then set the mouse back to (0,0) again. This is an easy way to see how far the mouse has moved every frame, while also stopping the mouse from leaving the window. Add this code to the bottom of the Update function:

//rotate camera based on mouse movement
const float mouseSensitivity = 0.1;
int mouseX, mouseY;
glfwGetMousePos(&mouseX, &mouseY);
gCamera.offsetOrientation(mouseSensitivity * mouseY, mouseSensitivity * mouseX);
glfwSetMousePos(0, 0); //reset the mouse, so it doesn't go out of the window

The mouse coordinates are in pixels, but the camera direction is based on two angles. This is why we use the mouseSensitivity constant to convert pixels to angles. The larger the mouse sensitivity, the faster the camera direction changes. The smaller the sensitivity, the slower the direction changes. With the sensitivity set to 0.1, the camera will rotate 1° for every 10 pixels of mouse movement.

The offsetOrientation method is sort of like the offsetPosition method we saw earlier. It will displace the direction of the camera by updating the horizontal and vertical angles.

Ok! We are basically finished. If you run the program now, you can fly around and look in almost any direction. The animated rotation of the cube can be a bit disorientating while flying around, so you might want to disable that.

Controlling Field of View With Mouse Wheel

Warning! There is a bug in GLFW on OSX (and maybe Linux) that makes the mouse wheel code not work correctly. It will sort-of work, but not quite. It works correctly on Windows.

As the icing on the cake, let’s make the mouse wheel zoom the camera by changing the field of view, which was explained in the previous article.

We will use the same trick that we used for the mouse position, and reset the mouse wheel position to zero every frame. In AppMain set the mouse wheel to zero with glfwSetMouseWheel:

// GLFW settings
glfwSetMousePos(0, 0);

Then add this to the bottom of the Update function:

//increase or decrease field of view based on mouse wheel
const float zoomSensitivity = -0.2;
float fieldOfView = gCamera.fieldOfView() + zoomSensitivity * (float)glfwGetMouseWheel();
if(fieldOfView < 5.0f) fieldOfView = 5.0f;
if(fieldOfView > 130.0f) fieldOfView = 130.0f;

The zoomSensitivity constant works the same way as the mouseSensitivity constant. The field of view can be anything between 0° and 180°, but if you get too close to those limits the 3D scene looks very weird, so we restrict the value to between 5° and 130°. Just like we did with the mouse position, we call glfwSetMouseWheel to set the wheel position to zero every frame.

Future Article Sneak Peek

In the next article, we will restructure the code into a very primitive “engine.” We will split the code into assets (a.k.a. resources) and instances, like a typical 3D engine, and make a 3D scene out of multiple, slightly-different wooden crates.

Additional Resources

  • Martinezzz_92

    i love your tutorials, please pleaseee keep it up

  • http://www.tomdalling.com/ Tom Dalling

    Thanks for the support.

  • Tinho Lee

    Delicious. Looking forward to next tutorial

  • Tanner

    The mathematical definition of a vector is this: An element of a set of objects that may be added together or multiplied by a scalar. This set is called a vector space. This set need to follow the axioms that define a vector space, i.e, closure under addition and scalar multiplication, distributivity, associativity, communtivity, contains a zero vector. There are more, ten in total.

    What you gave is the definition used in physics.

    Sorry for being pedantic, but my professors would lynch me if I gave them that defintion

  • http://www.tomdalling.com/ Tom Dalling

    Yes, but I double dare you to explain all of that while assuming that the reader has no previous experience with linear algebra, set theory, etc., and in less than 4000 words. If you do write such an article, then send me a link to it when you’re done and I’ll add it to the list of additional resources here.

  • Ginger Bill

    How would make an orthographic/isometric camera that would work well (akin to Diablo, Bastion, SimCity etc.)? I’ve tried using glm::ortho but I cannot seem get any good results from it. Is there a way of doing it?

  • http://www.tomdalling.com/ Tom Dalling

    You need to can glm::perspective with glm::ortho, but you still need to position and rotate the camera properly to get an isometric viewing angle.

    Let’s say you have a flat grid on the XZ plane (on the ground). You need to rotate the camera 45 degrees around the Y axis to turn the cells from squares into diamonds.Then you need to rotate by 60 degrees around the X axis to make each diamond look half as tall as it is wide.

    The camera matrix would look something like:

    using namespace glm;
    mat4 camera = ortho(?,?,?,?,?,?) * rotate(mat4(), 45, vec3(0,0,1)) * rotate(mat4(), 60, vec3(1,0,0));

    You can also add a scale transformation to zoom in and out.

    Have a look at these:


  • Ginger Bill

    Thank you so much for the reply! I’ve gotten some results working(ish) but I’ll just experiment from now on to see what I can get.

  • Crushy

    Is there any particular reason the Camera’s offsetOrientation function runs this:

    while(_horizontalAngle < 0.0f)
    _horizontalAngle += 360.0;

    Instead of just doing _horizontalAngle=rightAngle%360 ?

  • Crushy

    Make that _horizontalAngle=(_horizontalAngle+rightAngle)%360

  • http://www.tomdalling.com/ Tom Dalling

    The modulo operator only works on integers, and fmod can give negative results.

  • Crushy

    Ah I see, I’m following your tutorial using Java, whose modulo does seem to work like you intended. Many thanks.

  • Pingback: Transforming normal to view space in Vertex Shader | BlogoSfera

  • Iggy Zuk

    I am still confused why you had to invert the rotation matrix to get the direction vectors.

    Say if the camera is looking straight down, the inverse matrix of the rotation matrix would be -89.9° on the X axis. Multiplying it by a clean up vector (0,1,0) would only point it backwards instead of in front like intended.

    The code clearly works, but it doesn’t make enough sense in my head. Could you please make the picture clearer for me? Many thanks!

  • http://www.tomdalling.com/ Tom Dalling

    It’s because the camera matrix is already inverted. Remember that the camera matrix doesn’t actually rotate the camera, it rotates the _entire world_ around the camera. So in order to make the camera appear to rotate +90 degrees on the X axis (looking downward), you make the entire world rotate -90 degrees on the X axis. Then, the inverse of the camera matrix would be +90 degrees. When you apply the +90 degree rotation to the +Y vector (upwards), it turns into the -Z vector (forwards), which is correct. I hope that helps explain it.

  • Iggy Zuk

    Phew, that’s a perfect explanation! Thanks Tom :D

  • Z

    I’m using your Camera class in my project. First for all thanks for it! I tried to modify it by adding new method void Camera::setLookAt(glm::vec3 point) On every frame I would like to call this method in order to make camera to look at certain point. Unfortunately I don’t know how to integrate this method into your code. Could you help me with that?

  • http://www.tomdalling.com/ Tom Dalling

    Yep. The camera class should have a `lookAt` method, but I haven’t needed it so far, so I just left it out. I’ll make the method when I get some time, and I’ll comment again here when it’s done.

  • http://www.tomdalling.com/ Tom Dalling

    Ok, I’ve added a `lookAt` method to the `Camera` class. It’s in the latest version on github. You can see the changes here: https://github.com/tomdalling/opengl-series/commit/490be8dc8f98789045e97cbeb217fe9e162d1fa3

  • Z

    Perfect! Thanks a lot!

  • concerned reader

    Thanks for your work, great series. I have a question about field of view though. When I up it all the way to 130, the cube starts to look stretched if I move it near the edge of the window. What sorcery is this?

  • http://www.tomdalling.com/ Tom Dalling

    Thanks! A high FoV is sort of like a fisheye lens on a camera, which can make things appear to warp weirdly around the edges.

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  • Peter

    Hey, I’ve got a question about the input.

    If I want to implement a key-switch (one button switches between ‘on’ and ‘off’) how can I make GLFW register just one press (not continuous holding). I’ve done that:

    if (glfwGetKey(GLFW_KEY_F1) == GLFW_PRESS && !keySwitch[0])
    GlobalSettings::AAEnabled = !GlobalSettings::AAEnabled;
    keySwitch[0] = true;

    else if (glfwGetKey(GLFW_KEY_F1) == GLFW_PRESS && keySwitch[0])
    GlobalSettings::AAEnabled = !GlobalSettings::AAEnabled;
    keySwitch[0] = false;

    But as I press the key it flickers between ‘ON’ and ‘OFF’ and sometimes works, sometimes doesn’t, sometimes I have to hold the key…
    I’ve implemented a similar version with SDL which is working flawlessly, but I need to do it with GLFW.

  • http://www.tomdalling.com/ Tom Dalling

    Have a look at `glfwSetKeyCallback` to get the key down and key up events.

  • Peter

    Thanks once again, I managed to implement what I needed !

  • LiloD

    The glm::lookAt function’s second argument is what the camera is looking at. Is this argument and first argument determine the horizontal and vertical angles?

  • http://www.tomdalling.com/ Tom Dalling

    Yes. If you look at the code for tdogl::Camera::lookAt (https://github.com/tomdalling/opengl-series/blob/d01ad81a333c9b7eafc5dfe2086da69267f081db/osx/08_even_more_lighting/source/tdogl/Camera.cpp#L92) it uses the current position of the camera, and the “lookAt” argument to calculate the horizontal and vertical angles.

  • sajjadul

    For example , you have the model view matrix ? How do you pull the view direction from this matrix.
    I read somewhere that it will be the inverse of the 2 6 10 indecies in the matrix in the column major order.
    It did not explain why ?

    Any one here would like to explain ?


  • http://www.tomdalling.com/ Tom Dalling

    Have a look at the `tdogl::Camera::forward` method (link below). *After* the camera matrix has been applied, then the forward direction will always be straight down the negative Z axis (0,0,-1). So, to get the camera direction in world space, you take the vector (0,0,-1) and “undo” the camera transformation. You undo a matrix transformation by multiplying with the inverse of the matrix.

    Taking the elements 2, 6 and 10 from the inverse matrix might be a shortcut for doing this, but I haven’t checked.


  • Damo

    I had to invert the mouseX and mouseY because the mouse movement did not feel natural, ie it felt like i was moving the box with the mouse rather than moving the camera. I’m not sure if I got something wrong when using your camera class or code somewhere as I’m kind of mixing between 2 different tutorials.