56 lines
1.7 KiB
C++
56 lines
1.7 KiB
C++
// IAEngine: 2D Game Engine by IA
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// Copyright (C) 2025 IASoft (PVT) LTD (oss@iasoft.dev)
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU 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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//
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// This program 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 General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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#include <IAEngine/Components/CameraComponent.hpp>
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#include <IAEngine/Nodes/Node2D.hpp>
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#include <Renderer/Renderer.hpp>
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namespace ia::iae
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{
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CameraComponent::CameraComponent(IN Node2D *node) : IComponent(node)
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{
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}
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VOID CameraComponent::SetViewport(IN INT32 width, IN INT32 height)
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{
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m_viewport.x = 0;
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m_viewport.y = 0;
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m_viewport.z = width;
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m_viewport.w = height;
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m_projectionMatrix =
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glm::orthoLH(0.0f, (FLOAT32) width, (FLOAT32) height, 0.0f, Renderer::MIN_DEPTH, Renderer::MAX_DEPTH);
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}
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VOID CameraComponent::Draw()
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{
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}
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VOID CameraComponent::DebugDraw()
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{
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}
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VOID CameraComponent::Update()
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{
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const auto pos = m_node->GetPosition() + m_positionOffset;
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m_viewMatrix = glm::lookAtLH(glm::vec3{pos, -2.0f}, {pos, 0.0f}, {0.0f, 1.0f, 0.0f});
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}
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VOID CameraComponent::FixedUpdate()
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{
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}
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} // namespace ia::iae
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