Separated OpenGL specific code into its own "compilation unit"
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/*
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This file is part of Daydream Engine.
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Copyright 2014 Adam Byléhn, Tobias Dahl, Simon Holmberg, Viktor Ljung
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Daydream Engine is free software: you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Daydream Engine is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License
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along with Daydream Engine. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef Camera_h__
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#define Camera_h__
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namespace dd
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{
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class Camera
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{
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public:
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/** Camera constructor.
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@param aspectRatio Aspect ratio.
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@param yFOV Vertical FOV.
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@param nearClip Near clipping plane in meters.
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@param farClip Far clipping plane in meters.
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*/
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Camera(float aspectRatio, float yFOV, float nearClip, float farClip);
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/** Forward vector of the camera */
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glm::vec3 Forward();
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/** Right vector of the camera */
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glm::vec3 Right();
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glm::vec3 Position() const { return m_Position; }
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void SetPosition(glm::vec3 val);
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glm::quat Orientation() const { return m_Orientation; }
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void SetOrientation(glm::quat val);
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/*float Pitch() const { return m_Pitch; }
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void Pitch(float val);
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float Yaw() const { return m_Yaw; }
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void Yaw(float val);*/
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glm::mat4 ProjectionMatrix() const { return m_ProjectionMatrix; }
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glm::mat4 ViewMatrix() const { return m_ViewMatrix; }
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float AspectRatio() const { return m_AspectRatio; }
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void SetAspectRatio(float val);
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float FOV() const { return m_FOV; }
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void SetFOV(float val);
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float NearClip() const { return m_NearClip; }
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void SetNearClip(float val);
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float FarClip() const { return m_FarClip; }
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void SetFarClip(float val);
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private:
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void UpdateViewMatrix();
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void UpdateProjectionMatrix();
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float m_AspectRatio;
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float m_FOV;
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float m_NearClip;
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float m_FarClip;
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glm::vec3 m_Position;
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glm::quat m_Orientation;
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glm::mat4 m_ProjectionMatrix;
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glm::mat4 m_ViewMatrix;
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};
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}
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#endif // Camera_h__
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