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scummvm-cursorfix/engines/hpl1/engine/scene/Camera2D.cpp
2026-02-02 04:50:13 +01:00

116 lines
3.3 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
/*
* Copyright (C) 2006-2010 - Frictional Games
*
* This file is part of HPL1 Engine.
*/
#include "hpl1/engine/scene/Camera2D.h"
#include "hpl1/engine/graphics/LowLevelGraphics.h"
namespace hpl {
//////////////////////////////////////////////////////////////////////////
// CONSTRUCTORS
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
cCamera2D::cCamera2D(unsigned int alW, unsigned int alH) {
mvPosition = cVector3f(0, 0, 0);
mfAngle = 0;
mvClipArea.x = alW;
mvClipArea.y = alH;
mfZMin = -100;
mfZMax = -100;
mfFOV = 60;
}
//-----------------------------------------------------------------------
cCamera2D::~cCamera2D() {
}
//-----------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// PUBLIC METHODS
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
cVector3f cCamera2D::GetEyePosition() {
cVector3f vEyePos = GetPosition();
vEyePos.z = 100;
return vEyePos;
}
//-----------------------------------------------------------------------
void cCamera2D::GetClipRect(cRect2f &aRect) {
float fDiv = 1;
if (mvPosition.z < 0) {
fDiv = 1 - ABS(mvPosition.z / mfZMin);
if (fDiv <= 0)
fDiv = 0.0001f;
} else
fDiv = 1 + ABS(mvPosition.z / mfZMax);
// Transform these depending on z
float lW = ((float)mvClipArea.x) * fDiv;
float lH = ((float)mvClipArea.y) * fDiv;
float lX = mvPosition.x - lW / 2;
float lY = mvPosition.y - lH / 2;
aRect.x = lX;
aRect.y = lY;
aRect.w = lW;
aRect.h = lH;
}
//-----------------------------------------------------------------------
void cCamera2D::SetModelViewMatrix(iLowLevelGraphics *apLowLevel) {
apLowLevel->SetIdentityMatrix(eMatrix_ModelView);
cRect2f ClipRect;
GetClipRect(ClipRect);
cVector2f vVirtSize = apLowLevel->GetVirtualSize();
cVector3f vPos(-(ClipRect.x), -(ClipRect.y), 0);
cVector3f vScale(vVirtSize.x / ClipRect.w, vVirtSize.y / ClipRect.h, 1);
apLowLevel->ScaleMatrix(eMatrix_ModelView, vScale);
apLowLevel->TranslateMatrix(eMatrix_ModelView, vPos);
}
void cCamera2D::SetProjectionMatrix(iLowLevelGraphics *apLowLevel) {
apLowLevel->SetOrthoProjection(apLowLevel->GetVirtualSize(), -1000, 1000);
}
//-----------------------------------------------------------------------
} // namespace hpl