vktutorial/hk_camera.hpp

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#pragma once
// libs
#define GLM_FORCE_RADIANS
#define GLM_FORCE_DEPTH_ZERO_TO_ONE
#include <glm/glm.hpp>
namespace hk
{
class Camera
{
public:
Camera() = default;
~Camera() = default;
void setOrthographicProjection(float left, float right, float top, float bottom, float near, float far);
void setPerspectiveProjection(float fovY, float aspect, float near, float far);
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void setViewDirection(glm::vec3 position, glm::vec3 direction, glm::vec3 up = glm::vec3{0.f, -1.f, 0.f});
void setViewTarget(glm::vec3 position, glm::vec3 target, glm::vec3 up = glm::vec3{0.f, -1.f, 0.f});
void setViewYXZ(glm::vec3 position, glm::vec3 rotation);
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const glm::mat4& getProjection() const { return m_projectionMatrix; }
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const glm::mat4& getView() const { return m_viewMatrix; }
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const glm::mat4& getInverseView() const { return m_inverseViewMatrix; }
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private:
glm::mat4 m_projectionMatrix{1.0f};
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glm::mat4 m_viewMatrix{1.0f};
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glm::mat4 m_inverseViewMatrix{1.0f};
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};
} // namespace hk