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#ifndef _SOFTSHADEROOM_CAMERA_H_
#define _SOFTSHADEROOM_CAMERA_H_
#include "../math/math.h"
#include "../extern/wog.h"
#include "transform.h"
#undef near
#undef far
// A unity editor style camera
typedef struct Camera {
Transform transform;
float fov, aspect, near, far;
/*matrix*/
Mat4 cached_view_matrix; /*or WorldToCameraMatrix*/
Mat4 cached_proj_matrix;
bool is_viewdirty, is_projdirty;
/*operations*/
float zoom_speed;
Vec2 rotate_sensitivity;
Vec2 move_sensitivity;
Euler euler;
/*events*/
bool look_around;
Vec2 mouse_prev;
bool move_around;
/*window*/
wog_Window* wnd;
} Camera;
typedef struct {
Vec3 position;
Euler euler;
float fov, aspect, near, far;
Vec2 rotate_sensitivity, move_sensitivity;
float zoom_speed;
}CameraConfig;
Camera* camera_create(wog_Window* wnd, CameraConfig* config);
void camera_destroy(Camera* cam);
void camera_setposition(float x, float y, float z);
void camera_onevent(Camera* cam, wog_Event* e, float dt);
void camera_onupdate(Camera* cam, float dt);
void camera_getmatrix(Mat4* view, Mat4* proj);
void camera_getviewmatrix(Camera* cam, Mat4* view);
void camera_getprojmatrix(Camera* cam, Mat4* proj);
void camera_ondraw(Camera* cam);
#endif
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