#pragma once // libs #define GLM_FORCE_RADIANS #define GLM_FORCE_DEPTH_ZERO_TO_ONE #include 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