#include <glm/glm.hpp>
-#include "controller.hpp"
-#include "geometry.hpp"
-
namespace blank {
-class Camera
-: public FPSController {
+class Camera {
public:
- Camera();
- ~Camera();
-
- Camera(const Camera &) = delete;
- Camera &operator =(const Camera &) = delete;
-
- glm::mat4 MakeMVP(const glm::mat4 &m) const { return vp * m; }
-
- void Viewport(int width, int height);
- void Viewport(int x, int y, int width, int height);
-
- void FOV(float f);
- void Aspect(float r);
- void Aspect(float w, float h);
- void Clip(float near, float far);
+ Camera() noexcept;
- Ray Aim() const;
+ void Viewport(int width, int height) noexcept;
+ void Viewport(int x, int y, int width, int height) noexcept;
- const glm::mat4 &Projection() { return projection; }
- const glm::mat4 &View() { return view; }
+ /// FOV in radians
+ void FOV(float f) noexcept;
+ void Aspect(float r) noexcept;
+ void Aspect(float w, float h) noexcept;
+ void Clip(float near, float far) noexcept;
- void Update(int dt);
+ const glm::mat4 &Projection() noexcept { return projection; }
private:
- void UpdateProjection();
+ void UpdateProjection() noexcept;
private:
float fov;
float far_clip;
glm::mat4 projection;
- glm::mat4 view;
- glm::mat4 vp;
};