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//
// Created by karl on 07.01.20.
//
#ifndef ECSGAME_CAMERA_H
#define ECSGAME_CAMERA_H
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
struct Camera {
/// Create a camera with a field of view (in degrees), width and height (in any unit) and near
/// and far distances
Camera(float fov, float width, float height, float near, float far)
: projection(glm::perspective(glm::radians(fov), width / height, near, far)) {}
glm::mat4 projection;
glm::mat4 view;
};
#endif // ECSGAME_CAMERA_H