/*
* Copyright (c) 2003-onwards Shaven Puppy Ltd
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * 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.
*
* * Neither the name of 'Shaven Puppy' nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS 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 THE COPYRIGHT OWNER 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.
*/
package com.shavenpuppy.jglib.opengl;
import org.lwjgl.opengl.Display;
import org.lwjgl.opengl.GL11;
import org.lwjgl.util.vector.ReadableVector2f;
import org.lwjgl.util.vector.Vector2f;
import static org.lwjgl.opengl.GL11.*;
/**
* Simple Ortho2D style camera, for 2D rendering.
*
* @author John Campbell
*/
public class OrthoCamera {
protected org.lwjgl.util.vector.Vector2f position;
protected float halfWidth, halfHeight;
/**
* Default constructor queries the LWJGL display and sets its width and
* height to match the current pixel size (so you can render using pixel
* positions like a normal 2d API).
*/
public OrthoCamera() {
position = new Vector2f(0f, 0f);
halfWidth = Display.getDisplayMode().getWidth() / 2f;
halfHeight = Display.getDisplayMode().getHeight() / 2f;
}
/**
* Create a camera with the given width and height values.
*
* @param width
* @param height
*/
public OrthoCamera(float width, float height) {
position = new Vector2f(0f, 0f);
halfWidth = width / 2f;
halfHeight = height / 2f;
}
public void preRender() {
glMatrixMode(GL11.GL_PROJECTION);
glLoadIdentity();
glOrtho(-halfWidth, halfWidth, -halfHeight, halfHeight, -8.1f, 8.1f);
// Translate to position
glMatrixMode(GL11.GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
int x = Math.round(position.x);
int y = Math.round(position.y);
glTranslatef(-x, -y, 0f);
}
public void postRender() {
glPopMatrix();
}
public void setPosition(float x, float y) {
position.set(x, y);
}
public void addToPosition(float x, float y) {
position.x += x;
position.y += y;
}
public ReadableVector2f getPosition() {
return position;
}
public Vector2f screenToWorld(ReadableVector2f screenPos) {
Vector2f worldCoords = new Vector2f(screenPos);
float pixelHalfW = Display.getDisplayMode().getWidth() / 2f;
float pixelHalfH = Display.getDisplayMode().getHeight() / 2f;
// From pixel to normalise (+/-0.5) rect
worldCoords.x -= pixelHalfW;
worldCoords.y -= pixelHalfH;
worldCoords.x /= pixelHalfW;
worldCoords.y /= pixelHalfH;
// From normalised to abstract rect
worldCoords.x *= halfWidth;
worldCoords.y *= halfHeight;
// Take into account camera pos
worldCoords.x += position.x;
worldCoords.y += position.y;
return worldCoords;
}
/** Rectangle intersection test with the camera */
public boolean intersects(float x, float y, float width, float height) {
if (x <= position.x + halfWidth) {
if (x + width >= position.x - halfWidth) {
if (y <= position.y + halfHeight) {
if (y + height >= position.y - halfHeight) {
return true;
}
}
}
}
return false;
}
}