5200ba4dbe
Next up is attenuation
49 lines
1.4 KiB
C++
49 lines
1.4 KiB
C++
#pragma once
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#include "Camera.h"
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#include <glm/glm.hpp>
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namespace charcoal
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{
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using namespace glm;
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class Camera3D : public Camera
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{
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public:
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Camera3D(
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float fov_y,
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float aspect_ratio,
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float znear,
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float zfar,
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const vec3& position,
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const vec3& forward = vec3(0.0f, 0.0f, 1.0f),
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const vec3& up = vec3(0.0f, 1.0f, 0.0f),
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const vec3& right = vec3(0.0f) // Zero for auto-calculated
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);
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void update_frustum(float fov_y, float aspect_ratio, float znear, float zfar);
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void update_position(const vec3& position);
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// Updates the orientation based on three vectors.
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// If right is equal to zero it is calculated with glm::cross(forward, up).
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// Then the true up is calculated with glm::cross(right, forward)
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void update_orientation(const vec3& forward = vec3(0.0f, 0.0f, 1.0f), const vec3& up = vec3(0.0f, 1.0f, 0.0f), const vec3& right = vec3(0.0f));
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// Directly sets the forward, up, and right values.
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void direct_update_orientation(const vec3& forward, const vec3& up, const vec3& right);
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void translate(const vec3& translation);
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void rotate(const vec3& axis, float angle);
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void prerender();
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const vec3& get_position() const { return m_position; }
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vec3 get_forward() const { return vec3(m_forward); }
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vec3 get_up() const { return vec3(m_up); }
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vec3 get_right() const { return vec3(m_right); }
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private:
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vec4 m_forward;
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vec4 m_up;
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vec4 m_right;
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};
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} |