2026-10-20 23:01:33 +02:00

21 lines
536 B
C++

#pragma once
#include <glm/glm.hpp>
#include <glm/gtc/quaternion.hpp>
namespace deerith
{
class shader_t;
struct camera_t
{
glm::vec3 position{0.0f};
glm::quat rotation{1.0f, 0.0f, 0.0f, 0.0f};
float field_of_view = glm::radians(70.0f);
float near_plane = 0.1f;
float far_plane = 1000.0f;
};
void set_camera_to_shader(const camera_t &, shader_t *);
void set_transform_to_shader(const glm::vec3 &position, const glm::quat &rotation, const glm::vec3 size, shader_t *);
}