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#pragma once

#include "utils/scenedata.h"
#include <glm/glm.hpp>

// A class representing a virtual camera.

// Feel free to make your own design choices for Camera class, the functions below are all optional / for your convenience.
// You can either implement and use these getters, or make your own design.
// If you decide to make your own design, feel free to delete these as TAs won't rely on them to grade your assignments.

class Camera {
public:
    Camera(SceneCameraData cameraData);
    // Returns the view matrix for the current camera settings.
    // You might also want to define another function that return the inverse of the view matrix.
    glm::mat4 getViewMatrix() const;
    glm::mat4 getInverseViewMatrix() const;
    glm::vec4 getTranslationVector() const;
    glm::vec4 getInverseTranslationVector() const;

    // Returns the aspect ratio of the camera.
    float getAspectRatio() const;

    // Returns the height angle of the camera in RADIANS.
    float getHeightAngle() const;

    // Returns the focal length of this camera.
    // This is for the depth of field extra-credit feature only;
    // You can ignore if you are not attempting to implement depth of field.
    float getFocalLength() const;

    // Returns the focal length of this camera.
    // This is for the depth of field extra-credit feature only;
    // You can ignore if you are not attempting to implement depth of field.
    float getAperture() const;

    glm::vec4 getPos() const;

    float cameraDepth = -1.f;
    std::vector<glm::vec3> m_controlPoints;

private:
    glm::mat4 m_viewMatrix{};
    glm::mat4 m_inverseViewMatrix{};
    float m_heightAngle;
    glm::vec4 m_pos;

    float m_focalLength;
    float m_aperture;

    glm::vec4 m_translationVector{};
    glm::vec4 m_inverseTranslationVector{};
};