quakeforge/include/QF/scene/camera.h
Bill Currie 8acd5c558b [scene] Make entity_t just an entity id for ECS
This puts the hierarchy (transform) reference, animation, visibility,
renderer, active, and old_origin data in separate components. There are
a few bugs (crashes on grenade explosions in gl/glsl/vulkan, immediately
in sw, reasons known, missing brush models in vulkan).

While quake doesn't really need an ECS, the direction I want to take QF
does, and it does seem to have improved memory bandwidth a little
(uncertain). However, there's a lot more work to go (especially fixing
the above bugs), but this seems to be a good start.
2022-10-23 22:24:36 +09:00

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1.5 KiB
C

/*
camera.h
Scene camera data
Copyright (C) 2022 Bill Currie <bill@taniwha.org>
Author: Bill Currie <bill@taniwha.org>
Date: 2022/02/18
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 2
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, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
#ifndef __QF_scene_camera_h
#define __QF_scene_camera_h
#include "QF/qtypes.h"
#include "QF/simd/mat4f.h"
#include "QF/scene/transform.h"
/** \defgroup scene_camera Camera data
\ingroup scene
*/
///@{
typedef struct camera_s {
struct scene_s *scene; ///< owning scene
struct framebuffer_s *framebuffer;
int32_t id; ///< id in scene
transform_t transform;
float field_of_view;
float aspect;
float near_clip;
float far_clip;
} camera_t;
void Camera_GetViewMatrix (const camera_t *camera, mat4f_t mat);
void Camera_GetProjectionMatrix (const camera_t *camera, mat4f_t mat);
///@}
#endif//__QF_scene_camera_h