Files
WoWee/include/rendering/camera.hpp

53 lines
1.6 KiB
C++

#pragma once
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
namespace wowee {
namespace rendering {
struct Ray {
glm::vec3 origin;
glm::vec3 direction;
};
class Camera {
public:
Camera();
void setPosition(const glm::vec3& pos) { position = pos; updateViewMatrix(); }
void setRotation(float yaw, float pitch) { this->yaw = yaw; this->pitch = pitch; updateViewMatrix(); }
void setAspectRatio(float aspect) { aspectRatio = aspect; updateProjectionMatrix(); }
void setFov(float fov) { this->fov = fov; updateProjectionMatrix(); }
const glm::vec3& getPosition() const { return position; }
const glm::mat4& getViewMatrix() const { return viewMatrix; }
const glm::mat4& getProjectionMatrix() const { return projectionMatrix; }
glm::mat4 getViewProjectionMatrix() const { return projectionMatrix * viewMatrix; }
float getAspectRatio() const { return aspectRatio; }
glm::vec3 getForward() const;
glm::vec3 getRight() const;
glm::vec3 getUp() const;
Ray screenToWorldRay(float screenX, float screenY, float screenW, float screenH) const;
private:
void updateViewMatrix();
void updateProjectionMatrix();
glm::vec3 position = glm::vec3(0.0f);
float yaw = 0.0f;
float pitch = 0.0f;
float fov = 45.0f;
float aspectRatio = 16.0f / 9.0f;
float nearPlane = 0.1f;
float farPlane = 200000.0f; // Large draw distance for terrain visibility
glm::mat4 viewMatrix = glm::mat4(1.0f);
glm::mat4 projectionMatrix = glm::mat4(1.0f);
};
} // namespace rendering
} // namespace wowee