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-rw-r--r--gfx/gl/camera.h25
1 files changed, 13 insertions, 12 deletions
diff --git a/gfx/gl/camera.h b/gfx/gl/camera.h
index 7956ec3..469df0d 100644
--- a/gfx/gl/camera.h
+++ b/gfx/gl/camera.h
@@ -1,12 +1,13 @@
#pragma once
+#include "config/types.h"
#include <glm/glm.hpp>
#include <maths.h>
#include <ray.h>
class Camera {
public:
- Camera(glm::vec3 pos, float fov, float aspect, float zNear, float zFar);
+ Camera(Position3D, Angle fov, Angle aspect, Distance zNear, Distance zFar);
[[nodiscard]] glm::mat4
getViewProjection() const
@@ -14,23 +15,23 @@ public:
return viewProjection;
}
- [[nodiscard]] Ray unProject(const glm::vec2 &) const;
+ [[nodiscard]] Ray unProject(const ScreenRelCoord &) const;
void
- setPosition(const glm::vec3 & p)
+ setPosition(const Position3D & p)
{
position = p;
updateView();
}
void
- setForward(const glm::vec3 & f)
+ setForward(const Direction3D & f)
{
setForward(f, upFromForward(f));
}
void
- setForward(const glm::vec3 & f, const glm::vec3 & u)
+ setForward(const Direction3D & f, const Direction3D & u)
{
forward = f;
up = u;
@@ -38,21 +39,21 @@ public:
}
void
- setView(const glm::vec3 & p, const glm::vec3 & f)
+ setView(const Position3D & p, const Direction3D & f)
{
position = p;
setForward(f);
}
void
- setView(const glm::vec3 & p, const glm::vec3 & f, const glm::vec3 & u)
+ setView(const Position3D & p, const Direction3D & f, const Direction3D & u)
{
position = p;
setView(f, u);
}
void
- lookAt(const glm::vec3 & target)
+ lookAt(const Position3D & target)
{
setForward(glm::normalize(target - position));
}
@@ -71,14 +72,14 @@ public:
[[nodiscard]] std::array<glm::vec4, 4> extentsAtDist(float) const;
- [[nodiscard]] static glm::vec3 upFromForward(const glm::vec3 & forward);
+ [[nodiscard]] static Direction3D upFromForward(const Direction3D & forward);
private:
void updateView();
- glm::vec3 position;
- glm::vec3 forward;
- glm::vec3 up;
+ Position3D position;
+ Direction3D forward;
+ Direction3D up;
float near, far;
glm::mat4 projection;