// IAEngine: 2D Game Engine by IA // Copyright (C) 2025 IASoft (PVT) LTD (oss@iasoft.dev) // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program. If not, see . #include #include #include #include namespace ia::iae { CameraComponent::CameraComponent(IN Node2D *node) : IComponent(node) { } VOID CameraComponent::SetViewport(IN INT32 width, IN INT32 height) { m_viewport.x = 0; m_viewport.y = 0; m_viewport.z = width; m_viewport.w = height; m_projectionMatrix = glm::orthoLH(0.0f, (FLOAT32) width, (FLOAT32) height, 0.0f, -1.0f, 1.0f); } CONST Mat4 *CameraComponent::GetViewMatrix() { const auto pos = (m_node->GetPosition() + m_positionOffset) * Engine::GetSceneScalingFactor(); m_viewMatrix = glm::lookAtLH(glm::vec3{pos, -1.0f}, {pos, 0.0f}, {0.0f, 1.0f, 0.0f}); return &m_viewMatrix; } VOID CameraComponent::Draw() { } VOID CameraComponent::DebugDraw() { } VOID CameraComponent::Update() { } VOID CameraComponent::FixedUpdate() { } } // namespace ia::iae