Singleton to track the currently active camera during rendering This allows drawing functions to auto...
void SetActiveCamera(const CameraTransform &cam)
Set the active camera for the current rendering pass Call this at the start of rendering for each pla...
void ClearActiveCamera()
Clear the active camera (e.g., at end of rendering pass)
RenderContext & operator=(const RenderContext &)=delete
const CameraTransform & GetActiveCamera() const
Get the currently active camera Returns identity transform (no transformation) if none is set.
CameraTransform identityCamera_
RenderContext(const RenderContext &)=delete
bool HasActiveCamera() const
Check if a camera is currently active.
static RenderContext & Get()
CameraTransform activeCamera_