/*
 * Copyright (C) 1999-2020 Hartmut Seichter
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions
 * are met:
 * 1. Redistributions of source code must retain the above copyright
 *    notice, this list of conditions and the following disclaimer.
 * 2. Redistributions in binary form must reproduce the above copyright
 *    notice, this list of conditions and the following disclaimer in the
 *    documentation and/or other materials provided with the distribution.
 *
 * THIS SOFTWARE IS PROVIDED BY AUTHOR AND CONTRIBUTORS ``AS IS'' AND
 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
 * ARE DISCLAIMED.  IN NO EVENT SHALL AUTHOR OR CONTRIBUTORS BE LIABLE
 * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
 * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
 * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
 * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
 * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
 * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
 * SUCH DAMAGE.
 */
#ifndef PW_SCENE_PROJECTION_HPP
#define PW_SCENE_PROJECTION_HPP

#include <pw/core/matrix.hpp>

namespace pw {

struct projection {

    void set_matrix(const matrix4x4 &projection)
    {
        this->projection_matrix = projection;

        // recompute the simplified parameters

        //	auto near   = _projection(3,4);
        //	auto far    = _projection(3,4);

        //	right = (1-m14) / m11

        //	near   =  (1+m34)/m33;
        //	far    = -(1-m34)/m33;
        //	bottom =  (1-m24)/m22;
        //	top    = -(1+m24)/m22;
        //	left   = -(1+m14)/m11;
        //	right  =  (1-m14)/m11;

        //	real_t fov_raw = float( atan (top / near_)) *  * 2.0f;
    }

    operator const matrix4x4&() const
    {
        return projection_matrix;
    }

    void set_frustum(real_t left,
                     real_t right,
                     real_t top,
                     real_t bottom)
    {

    }


    matrix4x4 projection_matrix;
};


}

#endif

