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jGL
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An orthographic camera for 2D. More...
#include <orthoCam.h>
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| OrthoCam (int resx, int resy) | |
| Construct a new Ortho Cam object. | |
| OrthoCam (int resx, int resy, glm::vec2 pos) | |
| Construct a new Ortho Cam object. | |
| glm::vec4 | screenToWorld (float x, float y) const |
| Convert screen position to world position. | |
| glm::vec2 | worldToScreen (float x, float y) const |
| Convert world position to screen coordinate. | |
| const glm::mat4 & | getVP () const |
| const glm::mat4 | getProjection () const |
| glm::vec2 | getResolution () const |
| glm::vec2 | getPosition () const |
| float | getZoomLevel () const |
| void | incrementZoom (float dz) |
| void | setPosition (glm::vec2 newPosition) |
| void | setPosition (float x, float y) |
| void | move (float dx, float dy) |
| void | setResolution (glm::ivec2 wh) |
An orthographic camera for 2D.
World coordinates are scaled to the size of the longest screen dimension in pixels. So [1, 1] is the top right of the screen always.
Position is the bottom left of corner. Increasing y in world space goes up the screen.
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Construct a new Ortho Cam object.
| resx | pixel resolution in x |
| resy | pixel resolution in y |
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Construct a new Ortho Cam object.
| resx | pixel resolution in x. |
| resy | pixel resolution in y. |
| pos | position in world coordinates. |
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Convert screen position to world position.
| x | screen x coordinate. |
| y | screen y coordinate. |
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Convert world position to screen coordinate.
| x | world x coordinate. |
| y | world y coordinate. |