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camera.h
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camera.h
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#ifndef __cplusplus
#error "C++ is required"
#endif
#ifndef CAMERA_H
#define CAMERA_H
#define GLM_FORCE_RADIANS
#define GLM_FORCE_DEPTH_ZERO_TO_ONE
#define GLM_ENABLE_EXPERIMENTAL
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
namespace tr {
using float2 = glm::vec2;
using float3 = glm::vec3;
using float4 = glm::vec4;
using float2x2 = glm::mat2x2;
using float2x3 = glm::mat2x3;
using float2x4 = glm::mat2x4;
using float3x2 = glm::mat3x2;
using float3x3 = glm::mat3x3;
using float3x4 = glm::mat3x4;
using float4x2 = glm::mat4x2;
using float4x3 = glm::mat4x3;
using float4x4 = glm::mat4x4;
class Camera {
public:
Camera() {}
Camera(const float3 eye, const float3& look_at, const float3& up, float fov_degrees, float aspect, float near_clip = 0.1f, float far_clip = 10000.0f) {
LookAt(eye, look_at, up);
Perspective(fov_degrees, aspect, near_clip, far_clip);
}
~Camera() {}
void LookAt(const float3& eye, const float3& look_at, const float3& up = float3(0, 1, 0)) {
m_eye = eye;
m_look_at = look_at;
m_up = up;
m_view_direction = glm::normalize(look_at - m_eye);
m_view_dirty = true;
m_view_projection_dirty = true;
}
void Perspective(float fov_degrees, float aspect, float near_clip = 0.1f, float far_clip = 10000.0f) {
m_fov_degrees = fov_degrees;
m_aspect = aspect;
m_near_clip = near_clip;
m_far_clip = far_clip;
m_view_dirty = true;
m_view_projection_dirty = true;
}
const float3& GetViewDirection() const {
return m_view_direction;
}
const float4x4& GetViewMatrix() const {
if (m_view_dirty) {
m_view_matrix = glm::lookAt(m_eye, m_look_at, m_up);
m_view_dirty = false;
}
return m_view_matrix;
}
const float4x4& GetProjectionMatrix() const {
if (m_projection_dirty) {
m_projection_matrix = glm::perspective(glm::radians(m_fov_degrees), m_aspect, m_near_clip, m_far_clip);
m_projection_dirty = false;
}
return m_projection_matrix;
}
const float4x4& GetViewProjectionMatrix() const {
if (m_view_projection_dirty) {
const float4x4& view = GetViewMatrix();
const float4x4& proj = GetProjectionMatrix();
m_view_projection_matrix = proj * view;
m_view_projection_dirty = false;
}
return m_view_projection_matrix;
}
float2 GetNearAndFarClip() const {
return float2{m_near_clip, m_far_clip};
}
private:
bool m_pixel_aligned = false;
float3 m_eye = float3(0, 0, 1);
float3 m_look_at = float3(0, 0, 0);
float3 m_up = float3(0, 1, 0);
float m_fov_degrees = 60.0f;
float m_aspect = 1.0f;
float m_near_clip = 0.1f;
float m_far_clip = 10000.0f;
float3 m_view_direction = float3(0, 0, -1);
mutable bool m_view_dirty = true;
mutable bool m_projection_dirty = true;
mutable bool m_view_projection_dirty = true;
mutable float4x4 m_view_matrix;
mutable float4x4 m_projection_matrix;
mutable float4x4 m_view_projection_matrix;
};
} // namespace tr
#endif // CAMERA_H