diff options
Diffstat (limited to 'gfx/gl')
-rw-r--r-- | gfx/gl/camera.cpp | 7 | ||||
-rw-r--r-- | gfx/gl/camera.h | 38 |
2 files changed, 40 insertions, 5 deletions
diff --git a/gfx/gl/camera.cpp b/gfx/gl/camera.cpp index 7438739..0e81282 100644 --- a/gfx/gl/camera.cpp +++ b/gfx/gl/camera.cpp @@ -4,19 +4,20 @@ #include <ray.hpp> Camera::Camera(glm::vec3 pos, float fov, float aspect, float zNear, float zFar) : - pos {pos}, forward {::north}, up {::up}, projection {glm::perspective(fov, aspect, zNear, zFar)} + position {pos}, forward {::north}, up {::up}, projection {glm::perspective(fov, aspect, zNear, zFar)} { } glm::mat4 Camera::getViewProjection() const { - return projection * glm::lookAt(pos, pos + forward, up); + return projection * glm::lookAt(position, position + forward, up); } Ray Camera::unProject(const glm::vec2 & mouse) const { static constexpr const glm::vec4 screen {0, 0, 1, 1}; - return {pos, glm::normalize(glm::unProject(mouse ^ 1, glm::lookAt(::origin, forward, up), projection, screen))}; + return {position, + glm::normalize(glm::unProject(mouse ^ 1, glm::lookAt(::origin, forward, up), projection, screen))}; } diff --git a/gfx/gl/camera.h b/gfx/gl/camera.h index e22d23f..d82802f 100644 --- a/gfx/gl/camera.h +++ b/gfx/gl/camera.h @@ -1,6 +1,7 @@ #pragma once
#include <glm/glm.hpp>
+#include <maths.h>
#include <ray.hpp>
class Camera {
@@ -10,10 +11,43 @@ public: [[nodiscard]] glm::mat4 getViewProjection() const;
[[nodiscard]] Ray unProject(const glm::vec2 &) const;
- glm::vec3 pos;
+ void
+ setPosition(const glm::vec3 & p)
+ {
+ position = p;
+ }
+ void
+ setForward(const glm::vec3 & f)
+ {
+ forward = f;
+ }
+ void
+ setView(const glm::vec3 & p, const glm::vec3 & f, const glm::vec3 & u = ::up)
+ {
+ position = p;
+ forward = f;
+ up = u;
+ }
+ void
+ lookAt(const glm::vec3 & target)
+ {
+ setForward(glm::normalize(target - position));
+ }
+ [[nodiscard]] auto
+ getForward() const
+ {
+ return forward;
+ }
+ [[nodiscard]] auto
+ getPosition() const
+ {
+ return position;
+ }
+
+private:
+ glm::vec3 position;
glm::vec3 forward;
glm::vec3 up;
-private:
glm::mat4 projection;
};
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