9#define GLM_FORCE_RADIANS
10#define GLM_FORCE_DEPTH_ZERO_TO_ONE
23 void setViewDirection(glm::vec3 position, glm::vec3 direction, glm::vec3 up = glm::vec3{0.F, -1.F, 0.F});
24 void setViewTarget(glm::vec3 position, glm::vec3 target, glm::vec3 up = glm::vec3{0.F, -1.F, 0.F}) {
setViewDirection(position, target - position, up); }
25 void setViewYXZ(glm::vec3 position, glm::vec3 rotation);
void setViewYXZ(glm::vec3 position, glm::vec3 rotation)
const glm::mat4 & getView() const
const glm::mat4 & getInverseView() const
glm::mat4 m_inverseViewMatrix
const glm::mat4 & getProjection() const
glm::mat4 m_projectionMatrix
void setViewTarget(glm::vec3 position, glm::vec3 target, glm::vec3 up=glm::vec3{0.F, -1.F, 0.F})
void setOrthographicProjection(float left, float right, float top, float bottom, float near, float far)
void setPerspectiveProjection(float fovy, float aspect, float near, float far)
void setViewDirection(glm::vec3 position, glm::vec3 direction, glm::vec3 up=glm::vec3{0.F, -1.F, 0.F})