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#pragma once

#include <glm/fwd.hpp>
#define GLM_FORCE_RADIANS
#define GLM_FORCE_DEPTH_ZERO_TO_ONE
#include <glm/glm.hpp>

namespace xe {

class Camera {
  public:

    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));

    void setViewTarget(
      glm::vec3 position, glm::vec3 target, glm::vec3 up = glm::vec3(0.f, -1.f, 0.f));
    
    void setViewYXZ(
      glm::vec3 position, glm::vec3 rotation);

    const glm::mat4& getProjection() const { return projectionMatrix; }
    const glm::mat4& getView() const { return viewMatrix; }

  private:
    glm::mat4 projectionMatrix{1.f};
    glm::mat4 viewMatrix{1.f};

};

}