#pragma once // libs #define GLM_FORCE_RADIANS #define GLM_FORCE_DEPTH_ZERO_TO_ONE #include 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); const glm::mat4& getProjection() const { return m_projectionMatrix; } private: glm::mat4 m_projectionMatrix{1.0f}; }; } // namespace hk