#pragma once

// libs
#define GLM_FORCE_RADIANS
#define GLM_FORCE_DEPTH_ZERO_TO_ONE
#include <glm/glm.hpp>

namespace lve {

class LveCamera {
 public:
  void setOrthographicProjection(
      float left, float right, float top, float bottom, float near, float far);
  void setPerspectiveProjection(float fovy, float aspect, float near, float far);

  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);

  const glm::mat4& getProjection() const { return projectionMatrix; }
  const glm::mat4& getView() const { return viewMatrix; }

 private:
  glm::mat4 projectionMatrix{1.f};
  glm::mat4 viewMatrix{1.f};
};
}  // namespace lve