After turning the camera, the shapes are tilted OpenGL

In my app, I use the camera class to move around in space.
After the camera rotation on the Y axis and X and the subsequent move, is a strange camera rotation along the axis Z.
For example, here is the normal state, but I was randomly moved around the stage, all twisted.


I do not know what to do and how to fix the problem, I hope for your help.

Code:

#include <iostream>
#include <chrono>
#include <GL/glut.h>
#include "Camera.h"

using namespace std;

constexpr auto FPS_RATE = 120;
int windowHeight = 600, windowWidth = 600, windowDepth = 600;
float angle = 0, speedRatio = 0.25;
struct MyPoint3f
{
    float x;
    float y;
    float z;
};
MyPoint3f lastMousePos = { };
bool mouseButtonWasPressed = false;
float mouseSensitivity = 0.1;
float camMoveSpeed = 3;
float camPitchAngle = 0, camYawAngle = 0;
Camera cam;

void init();
void displayFunction();
void idleFunction();
void reshapeFunction(int, int);
void keyboardFunction(unsigned char, int, int);
void specialKeysFunction(int, int, int);
void mouseFunc(int, int, int, int);
void motionFunction(int, int);
double getTime();

double getTime()
{
    using Duration = std::chrono::duration<double>;
    return std::chrono::duration_cast<Duration>(
        std::chrono::high_resolution_clock::now().time_since_epoch()
        ).count();
}

const double frame_delay = 1.0 / FPS_RATE;
double last_render = 0;

void init()
{
    glutDisplayFunc(displayFunction);
    glutIdleFunc(idleFunction);
    glutReshapeFunc(reshapeFunction);
    glutKeyboardFunc(keyboardFunction);
    glutMouseFunc(mouseFunc);
    glutMotionFunc(motionFunction);
    glViewport(0, 0, windowWidth, windowHeight);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    glFrustum(-windowWidth / 2, windowWidth / 2, -windowHeight / 2, windowHeight / 2, -windowDepth / 2, windowDepth / 2);
    glClearColor(0.0, 0.0, 0.0, 0.0);
    glEnable(GL_DEPTH_TEST);
    glDepthFunc(GL_LEQUAL);
    cam.setShape(45, (double)windowWidth / windowHeight, 0.1, 1000);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    cam.set(Point3(0, 0, 350), Point3(0, 0, 349), Vector3(0, 1, 0));
}

void displayFunction()
{
    angle += speedRatio;
    if (angle >= 360 || angle <= -360) angle = 0;
    if (camPitchAngle <= -360) camPitchAngle = 0;
    if (camPitchAngle >= 360) camPitchAngle = 0;
    if (camYawAngle <= -360) camYawAngle = 0;
    if (camYawAngle >= 360) camYawAngle = 0;
    cout << camPitchAngle << " " << camYawAngle << endl;
    cam.pitch(-(camPitchAngle *= mouseSensitivity));
    cam.yaw(-(camYawAngle *= mouseSensitivity));
    camPitchAngle = 0; camYawAngle = 0;

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    glMatrixMode(GL_MODELVIEW);

    glPushMatrix();

    glRotatef(angle, 1, 0, 0);
    glRotatef(angle, 0, 1, 0);

    glColor3f(0, 1, 0);
    glutWireCube(150.0);

    glBegin(GL_LINES);
    glColor3f(1, 0, 0);
    for (int i = 0; i <= 75; i += 5)
    {
        glVertex3i(i, 0, 0);
        glVertex3i(-i, 0, 0);
        glVertex3i(0, i, 0);
        glVertex3i(0, -i, 0);
        glVertex3i(0, 0, i);
        glVertex3i(0, 0, -i);
    }
    glEnd();
    glPopMatrix();

    //RSHIFT and CTRL
    if (GetAsyncKeyState(VK_LSHIFT))
    {
        cam.slide(0, 1.0 * camMoveSpeed, 0);
    }
    if (GetAsyncKeyState(VK_LCONTROL))
    {
        cam.slide(0, -1.0 * camMoveSpeed, 0);
    }

    glutSwapBuffers();
}

void idleFunction()
{
    const double current_time = getTime();
    if ((current_time - last_render) > frame_delay)
    {
        last_render = current_time;
        glutPostRedisplay();
    }
}

void reshapeFunction(int w, int h)
{

}

void keyboardFunction(unsigned char key, int w, int h)
{
    switch (key)
    {
    case '+': case '=':
        speedRatio += 0.125;
        break;
    case '-': case '_':
        speedRatio -= 0.125;
        break;
    case 'A': case 'a':
        cam.slide(-1.0 * camMoveSpeed, 0, 0);
        break;
    case 'D': case 'd':
        cam.slide(1.0 * camMoveSpeed, 0, 0);
        break;
    case 'W': case 'w':
        cam.slide(0, 0, -1.0 * camMoveSpeed);
        break;
    case 'S': case 's':
        cam.slide(0, 0, 1.0 * camMoveSpeed);
        break;
    case 'Z': case 'z':
        cam.yaw(-1);
        break;
    case 'X': case 'x':
        cam.yaw(1);
        break;
    case 27:
        angle = 0;
        speedRatio = 0;
        cam.set(Point3(0, 0, 350), Point3(0, 0, 349), Vector3(0, 1, 0));
        break;
    default:
        cout << key << endl;
        break;
    }
}

void specialKeysFunction(int key, int x, int y)
{
    cout << key << endl;
}

void mouseFunc(int button, int state, int x, int y)
{
    if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN)
    {
        mouseButtonWasPressed = true;
        lastMousePos.x = x;
        lastMousePos.y = y;
    }
}

void motionFunction(int mousePosX, int mousePosY)
{
    if (mousePosX >= 0 && mousePosX < windowWidth && mousePosY >= 0 && mousePosY < windowHeight)
    {
        if (mouseButtonWasPressed)
        {
            camPitchAngle += -mousePosY + lastMousePos.y;
            camYawAngle += mousePosX - lastMousePos.x;
            lastMousePos.x = mousePosX;
            lastMousePos.y = mousePosY;
        }
    }
}

int main(int argc, char* argv[])
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB);
    glutInitWindowSize(windowWidth, windowHeight);
    glutInitWindowPosition((GetSystemMetrics(SM_CXSCREEN) - windowWidth) / 2, (GetSystemMetrics(SM_CYSCREEN) - windowHeight) / 2);
    glutCreateWindow("Window");
    init();
    glutMainLoop();
    return 0;
}

Camera.h Camera.cpp