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#include "camera2d.hpp"
#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))
{}
Camera2D::~Camera2D()
{}
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;
}
} // yage
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