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-rw-r--r--source/30-game/Camera.cpp46
1 files changed, 46 insertions, 0 deletions
diff --git a/source/30-game/Camera.cpp b/source/30-game/Camera.cpp
new file mode 100644
index 0000000..39f0369
--- /dev/null
+++ b/source/30-game/Camera.cpp
@@ -0,0 +1,46 @@
+#include "Camera.hpp"
+
+#include "AppConfig.hpp"
+
+#include <glm/gtc/matrix_transform.hpp>
+
+Camera::Camera()
+ : eye(0.0f, 0.0f, 0.0f)
+ , target(0.0, 0.0f, -2.0f)
+ , pixelsPerMeter{ 50.0f } // Basic default
+ , fov{ M_PI / 4 } // 45deg is the convention
+ , perspective{ false } //
+{
+}
+
+void Camera::SetEyePos(glm::vec3 pos) {
+ auto lookVector = this->target - /*Old pos*/ this->eye;
+ this->eye = pos;
+ this->target = pos + lookVector;
+}
+
+void Camera::SetTargetPos(glm::vec3 pos) {
+ this->target = pos;
+}
+
+void Camera::SetTargetDirection(glm::vec3 lookVector) {
+ this->target = this->eye + lookVector;
+}
+
+void Camera::SetHasPerspective(bool perspective) {
+ this->perspective = perspective;
+}
+
+glm::mat4 Camera::CalcViewMatrix() const {
+ return glm::lookAt(eye, target, glm::vec3(0, 1, 0));
+}
+
+glm::mat4 Camera::CalcProjectionMatrix() const {
+ if (perspective) {
+ return glm::perspective(fov, AppConfig::mainWindowAspectRatio, 0.1f, 1000.0f);
+ } else {
+ float widthMeters = AppConfig::mainWindowWidth / pixelsPerMeter;
+ float heightMeters = AppConfig::mainWindowHeight / pixelsPerMeter;
+ return glm::ortho(-widthMeters / 2, +widthMeters / 2, -heightMeters / 2, +heightMeters / 2);
+ }
+}