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Camera.h
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Camera.h
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/*
* Copyright (c) 2014-2024, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2014-2024 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
/* Contact [email protected] (Chris Hebert) for feedback */
#pragma once
#include "Node.h"
class Camera : public Node
{
public:
Camera();
Camera(Node* inParent, const ID& inID, const float& inFOV = 45.0f, const float& inNear = 0.01f, const float& inFar = 100.0f);
~Camera();
glm::mat4& getProjection() { return m_projection; }
glm::mat4 getViewProjection() { return m_transform(m_projection); }
inline float getFOV() { return m_fov; };
inline void setFOV(const float& inFOV)
{
m_fov = inFOV;
m_projection_dirty = true;
}
inline float getNear() { return m_near; }
inline void setNear(const float& inNear)
{
m_near = inNear;
m_projection_dirty = true;
}
inline float getFar() { return m_far; }
inline void setFar(const float& inFar)
{
m_far = inFar;
m_projection_dirty = true;
}
void initProjection(const float& inFOV = 45.0f, const float& inNear = 0.01, const float& inFar = 100.0);
void updateProjection();
void setViewport(const float inMinX, const float inMinY, const float inMaxX, const float inMaxY)
{
m_viewport[0] = inMinX;
m_viewport[1] = inMinY;
m_viewport[2] = inMaxX;
m_viewport[3] = inMaxY;
}
protected:
glm::mat4 m_projection;
float m_fov;
float m_near;
float m_far;
glm::vec4 m_viewport;
bool m_projection_dirty;
};