SimpleEngine/include/simpleengine/camera.h

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#pragma once
#include "simpleengine/gfx/shader.h"
#include "event/event.h"
#include <GLFW/glfw3.h>
#include <glm/ext/matrix_clip_space.hpp>
#include <glm/ext/matrix_transform.hpp>
#include <glm/glm.hpp>
namespace simpleengine {
namespace gfx {
class Renderer;
}
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class Camera : public simpleengine::Event {
friend gfx::Renderer;
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private:
GLFWwindow* window;
glm::vec3 last_position;
glm::vec3 last_rotation;
glm::mat4 last_view_matrix;
glm::vec3 last_camera_front;
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public:
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glm::vec3 position;
glm::vec3 rotation;
gfx::Shader shader;
glm::mat4 projection_matrix;
glm::mat4 view_matrix;
glm::vec3 camera_front = glm::vec3(0.0f, 0.0f, -1.0f);
glm::vec3 camera_up = glm::vec3(0.0f, 1.0f, 0.0f);
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float fov;
float near_plane;
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float far_plane;
float movement_speed = 2.5f;
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Camera(GLFWwindow* window, gfx::Shader shader, float fov = 70, glm::vec3 position = glm::vec3(0.f), glm::vec3 rotation = glm::vec3(0.f),
float near_plane = 0.1f, float far_plane = 1000.f, glm::vec3 world_up = glm::vec3(0.f, 1.f, 0.f),
glm::vec3 cam_front = glm::vec3(0.f, 0.f, -1.f));
Camera(GLFWwindow* window, GLuint shader_prog, float fov = 70, glm::vec3 position = glm::vec3(0.f),
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glm::vec3 rotation = glm::vec3(0.f), float near_plane = 0.1f, float far_plane = 1000.f, glm::vec3 world_up = glm::vec3(0.f, 1.f, 0.f),
glm::vec3 cam_front = glm::vec3(0.f, 0.f, -1.f));
virtual void update(const float& delta_time) override;
};
}