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/** ---------------------------------------------------------------------------
* @file: camera2d.cpp
*
* Copyright (c) 2017 Yann Herklotz Grave <ymherklotz@gmail.com>
* MIT License, see LICENSE file for more details.
* ----------------------------------------------------------------------------
*/
#include "camera2d.h"
#include "glslprogram.h"
#include <glad/glad.h>
namespace yage
{
Camera::Camera(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 Camera::update(GlslProgram &program)
{
if (update_matrix_) {
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_;
update_matrix_ = false;
}
GLint matrix_location = program.getUniformLocation("P");
glUniformMatrix4fv(matrix_location, 1, GL_FALSE, &(camera_matrix_[0][0]));
}
void Camera::move(const glm::vec2 &direction)
{
position_ += direction;
update_matrix_ = true;
}
} // namespace yage
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