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authorYann Herklotz <ymherklotz@gmail.com>2017-08-06 17:03:05 +0100
committerYann Herklotz <ymherklotz@gmail.com>2017-08-06 17:07:43 +0100
commitf7ce70d139effc5553c4ed2fa604724413b9d9b2 (patch)
tree5a05620ed6a65cf999b4ea0f3976b803b44504c8 /src/camera2d.cpp
parent932537776012c33dcdb6ae34dbb419f13717804d (diff)
downloadYAGE-f7ce70d139effc5553c4ed2fa604724413b9d9b2.tar.gz
YAGE-f7ce70d139effc5553c4ed2fa604724413b9d9b2.zip
Adding clang format with my style based on google
Diffstat (limited to 'src/camera2d.cpp')
-rw-r--r--src/camera2d.cpp54
1 files changed, 25 insertions, 29 deletions
diff --git a/src/camera2d.cpp b/src/camera2d.cpp
index 88b468de..690ac98d 100644
--- a/src/camera2d.cpp
+++ b/src/camera2d.cpp
@@ -10,36 +10,32 @@
#include <GL/glew.h>
-namespace yage
-{
-
-Camera2D::Camera2D(int screen_width, int screen_height) :
- position_(0.f, 0.f),
- camera_matrix_(1.f),
- ortho_matrix_(glm::ortho(0.f, (float)screen_width, 0.f, (float)screen_height))
-{}
-
-void Camera2D::update(GlslProgram &program)
-{
- if(matrix_needs_update_)
- {
- glm::vec3 translate(-position_.x, -position_.y, 0.f);
- glm::vec3 scale(scale_, scale_, 0.f);
-
- camera_matrix_=glm::translate(ortho_matrix_, translate);
- camera_matrix_=glm::scale(glm::mat4(1.f), scale)*camera_matrix_;
-
- matrix_needs_update_=false;
- }
-
- GLint matrix_location = program.getUniformLocation("P");
- glUniformMatrix4fv(matrix_location, 1, GL_FALSE, &(camera_matrix_[0][0]));
+namespace yage {
+
+Camera2D::Camera2D(int screen_width, int screen_height)
+ : position_(0.f, 0.f),
+ camera_matrix_(1.f),
+ ortho_matrix_(
+ glm::ortho(0.f, (float)screen_width, 0.f, (float)screen_height)) {}
+
+void Camera2D::update(GlslProgram& program) {
+ if (matrix_needs_update_) {
+ glm::vec3 translate(-position_.x, -position_.y, 0.f);
+ glm::vec3 scale(scale_, scale_, 0.f);
+
+ camera_matrix_ = glm::translate(ortho_matrix_, translate);
+ camera_matrix_ = glm::scale(glm::mat4(1.f), scale) * camera_matrix_;
+
+ matrix_needs_update_ = false;
+ }
+
+ GLint matrix_location = program.getUniformLocation("P");
+ glUniformMatrix4fv(matrix_location, 1, GL_FALSE, &(camera_matrix_[0][0]));
}
-void Camera2D::move(const glm::vec2 &direction)
-{
- position_+=direction;
- matrix_needs_update_=true;
+void Camera2D::move(const glm::vec2& direction) {
+ position_ += direction;
+ matrix_needs_update_ = true;
}
-} // yage
+} // yage