// 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::GetRendererScalingFactor();
m_viewMatrix = glm::lookAtLH(glm::vec3{pos, -2.0f}, {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