渲染后端加入
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92
Fostbite2D/include/fostbite2D/render/camera.h
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92
Fostbite2D/include/fostbite2D/render/camera.h
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#pragma once
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#include <fostbite2D/core/math_types.h>
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#include <fostbite2D/core/types.h>
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#include <glm/mat4x4.hpp>
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namespace frostbite2D {
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// ============================================================================
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// 2D 正交相机 - 简化版本,无服务和模块依赖
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// ============================================================================
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class Camera {
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public:
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Camera();
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Camera(float left, float right, float bottom, float top);
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Camera(const Size &viewport);
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~Camera() = default;
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// ------------------------------------------------------------------------
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// 位置和变换
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// ------------------------------------------------------------------------
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void setPosition(const Vec2 &position);
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void setPosition(float x, float y);
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Vec2 getPosition() const { return position_; }
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void setRotation(float degrees);
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float getRotation() const { return rotation_; }
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void setZoom(float zoom);
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float getZoom() const { return zoom_; }
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// ------------------------------------------------------------------------
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// 视口设置
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// ------------------------------------------------------------------------
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void setViewport(float left, float right, float bottom, float top);
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void setViewport(const Rect &rect);
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Rect getViewport() const;
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// ------------------------------------------------------------------------
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// 矩阵获取
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// ------------------------------------------------------------------------
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glm::mat4 getViewMatrix() const;
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glm::mat4 getProjectionMatrix() const;
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glm::mat4 getViewProjectionMatrix() const;
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// ------------------------------------------------------------------------
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// 坐标转换
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// ------------------------------------------------------------------------
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Vec2 screenToWorld(const Vec2 &screenPos) const;
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Vec2 worldToScreen(const Vec2 &worldPos) const;
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Vec2 screenToWorld(float x, float y) const;
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Vec2 worldToScreen(float x, float y) const;
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// ------------------------------------------------------------------------
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// 移动相机
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// ------------------------------------------------------------------------
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void move(const Vec2 &offset);
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void move(float x, float y);
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// ------------------------------------------------------------------------
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// 边界限制
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// ------------------------------------------------------------------------
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void setBounds(const Rect &bounds);
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void clearBounds();
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void clampToBounds();
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// ------------------------------------------------------------------------
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// 快捷方法:看向某点
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// ------------------------------------------------------------------------
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void lookAt(const Vec2 &target);
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private:
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Vec2 position_ = Vec2::Zero();
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float rotation_ = 0.0f;
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float zoom_ = 1.0f;
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float left_ = -1.0f;
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float right_ = 1.0f;
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float bottom_ = -1.0f;
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float top_ = 1.0f;
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Rect bounds_;
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bool hasBounds_ = false;
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mutable glm::mat4 viewMatrix_;
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mutable glm::mat4 projMatrix_;
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mutable glm::mat4 vpMatrix_;
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mutable bool viewDirty_ = true;
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mutable bool projDirty_ = true;
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};
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} // namespace frostbite2D
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