Skip to main content

gl_utils/
camera2d.rs

1//! Types and functions for 2D rendering.
2//!
3//! The `Camera2d` type represents a view positioned and oriented in 2D *world
4//! space* defined as a left-hand^* coordinate system with a default scale of 1
5//! unit == 1 pixel, with the origin at the center of the screen.
6//!
7//! ^*: "left-hand" in the sense of using the left hand with palm facing down
8//! (away) and taking the thumb to be the first coordinate and index finger to
9//! be the second coordinate
10//!
11//! The camera position and orientation defines the view space transform from
12//! world coordinates to camera coordinates. This is represented as a transform
13//! where the viewpoint is the x,y position of the camera and the z coordinate
14//! is set to 0.0, looking down the negative z axis, and the "up" vector as the
15//! y vector of the 2D camera orientation with the z component set to 0.0.
16//!
17//! The viewport dimensions and zoom factor defines the view space to clip space
18//! orthographic projection. Because world space is defined with the origin in
19//! the center of the screen, the frustum planes are +/- half screen widths,
20//! scaled by the zoom factor.
21//!
22//! TODO: clarify coordinates when rendering into viewports that don't cover the
23//! entire screen
24//!
25//! Two functions are provided to map between screen space and world space:
26//! `Camera2d::screen_to_world` and `Camera2d::world_to_screen`.
27//!
28//! For information on tile-based rendering and tile coordinates, see the
29//! [tile](crate::tile) module.
30
31use math_utils as math;
32use math_utils::{num, vek};
33use crate::graphics;
34
35/// Represents a camera ("view") positioned and oriented in a 2D scene with a
36/// 2D transformation and a 2D projection
37#[derive(Clone, Debug, PartialEq)]
38pub struct Camera2d {
39  // transform
40  /// Position in 2D world space
41  position                    : math::Point2  <f32>,
42  /// Yaw represents a counter-clockwise rotation restricted to the range
43  /// $[-\pi, \pi]$.
44  yaw                         : math::Rad <f32>,
45  /// Basis derived from `yaw`.
46  orientation                 : math::Rotation2 <f32>,
47  /// Transforms points from 2D world space to 2D camera (view, eye) space as
48  /// specified by the camera position and orientation.
49  transform_mat_world_to_view : math::Matrix4 <f32>,
50
51  // projection
52  viewport_width              : u16,
53  viewport_height             : u16,
54  /// Determines the extent of the view represented in the `ortho` structure
55  zoom                        : f32,
56  /// Used to create the ortho projection matrix
57  ortho                       : vek::FrustumPlanes <f32>,
58  /// Constructed from the parameters in `ortho` to transform points in 2D view
59  /// space to 4D homogenous clip coordinates.
60  projection_mat_ortho        : math::Matrix4 <f32>
61}
62
63impl Camera2d {
64  /// Create a new camera centered at the origin looking down the positive Y
65  /// axis with 'up' vector aligned with the Z axis.
66  ///
67  /// The orthographic projection is defined such that at the initial zoom
68  /// level of 1.0, one unit in world space is one *pixel*, so the points in
69  /// the bounding rectangle defined by minimum point `(-half_screen_width+1,
70  /// -half_screen_height+1)` and maximum point `(half_screen_width,
71  /// half_screen_height)` are visible.
72  pub fn new (viewport_width : u16, viewport_height : u16) -> Self {
73    use math::Point;
74    use num::One;
75    // transform: world space -> view space
76    let position    = math::Point2::origin();
77    let yaw         = math::Rad (0.0);
78    let orientation = math::Rotation2::one();
79    let transform_mat_world_to_view =
80      transform_mat_world_to_view (position, orientation);
81
82    // projection: view space -> clip space
83    let zoom  = 1.0;
84    let ortho = Self::ortho_from_viewport_zoom (
85      viewport_width, viewport_height, zoom);
86    let projection_mat_ortho = graphics::projection_mat_orthographic (&ortho);
87
88    Camera2d {
89      position,
90      yaw,
91      orientation,
92      transform_mat_world_to_view,
93      viewport_width,
94      viewport_height,
95      zoom,
96      ortho,
97      projection_mat_ortho
98    }
99  }
100
101  pub const fn yaw (&self) -> math::Rad <f32> {
102    self.yaw
103  }
104  pub const fn position (&self) -> math::Point2 <f32> {
105    self.position
106  }
107  pub const fn orientation (&self) -> math::Rotation2 <f32> {
108    self.orientation
109  }
110  pub const fn viewport_width (&self) -> u16 {
111    self.viewport_width
112  }
113  pub const fn viewport_height (&self) -> u16 {
114    self.viewport_height
115  }
116  pub const fn transform_mat_world_to_view (&self) -> math::Matrix4 <f32> {
117    self.transform_mat_world_to_view
118  }
119  pub const fn zoom (&self) -> f32 {
120    self.zoom
121  }
122  pub const fn ortho (&self) -> vek::FrustumPlanes <f32> {
123    self.ortho
124  }
125  pub const fn projection_mat_ortho (&self) -> math::Matrix4 <f32> {
126    self.projection_mat_ortho
127  }
128
129  /// Convert a screen space coordinate to world space based on the current
130  /// view.
131  ///
132  /// ```
133  /// # use gl_utils::Camera2d;
134  /// let [width, height] = [320, 240];
135  /// let mut camera2d = Camera2d::new (width, height);
136  /// let screen_coord = [width as f32 / 2.0, height as f32 / 2.0].into();
137  /// assert_eq!(camera2d.screen_to_world (screen_coord).0, [0.0, 0.0].into());
138  /// ```
139  pub fn screen_to_world (&self, screen_coord : math::Point2 <f32>)
140    -> math::Point2 <f32>
141  {
142    let screen_dimensions = [self.viewport_width, self.viewport_height].into();
143    let ndc_2d_coord =
144      graphics::screen_2d_to_ndc_2d (screen_dimensions, screen_coord);
145    let ndc_coord    = ndc_2d_coord.0.with_z (0.0).with_w (1.0);
146    let view_coord   = self.projection_mat_ortho().transposed() * ndc_coord;
147    let world_coord  =
148      self.transform_mat_world_to_view().transposed() * view_coord;
149    world_coord.xy().into()
150  }
151
152  /// Convert a world space coordinate to screen space based on the current
153  /// view.
154  ///
155  /// ```
156  /// # use gl_utils::Camera2d;
157  /// # use math_utils as math;
158  /// let [width, height] = [320, 240];
159  /// let mut camera2d = Camera2d::new (width, height);
160  /// let world_coord  = math::Point::origin();
161  /// assert_eq!(camera2d.world_to_screen (world_coord).0,
162  ///   [width as f32 / 2.0, height as f32 / 2.0].into());
163  /// ```
164  pub fn world_to_screen (&self, world_coord : math::Point2 <f32>)
165    -> math::Point2 <f32>
166  {
167    let screen_dimensions = [self.viewport_width, self.viewport_height].into();
168    let world_4d_coord    = world_coord.0.with_z (0.0).with_w (1.0);
169    let view_coord        = self.transform_mat_world_to_view() * world_4d_coord;
170    let clip_coord        = self.projection_mat_ortho() * view_coord;
171    let ndc_coord         = clip_coord.xy().into();
172    graphics::ndc_2d_to_screen_2d (screen_dimensions, ndc_coord)
173  }
174
175  /// Should be called when the screen resolution changes to update the
176  /// orthographic projection state.
177  ///
178  /// # Panics
179  ///
180  /// Panics if the viewport width or height are zero:
181  ///
182  /// ```should_panic
183  /// # use gl_utils::Camera2d;
184  /// let mut camera2d = Camera2d::new (320, 240);
185  /// camera2d.set_viewport_dimensions (0, 0); // panics
186  /// ```
187  pub fn set_viewport_dimensions (&mut self,
188    viewport_width : u16, viewport_height : u16
189  ) {
190    assert!(0 < viewport_width);
191    assert!(0 < viewport_height);
192    self.viewport_width  = viewport_width;
193    self.viewport_height = viewport_height;
194    self.compute_ortho();
195  }
196
197  pub fn set_position (&mut self, position : math::Point2 <f32>) {
198    if self.position != position {
199      self.position = position;
200      self.compute_transform();
201    }
202  }
203
204  /// Set the zoom level.
205  ///
206  /// # Panics
207  ///
208  /// Panics if scale factor is zero or negative:
209  ///
210  /// ```should_panic
211  /// # extern crate gl_utils;
212  /// # fn main () {
213  /// # use gl_utils::Camera2d;
214  /// let mut camera2d = Camera2d::new (320, 240);
215  /// camera2d.set_zoom (-1.0);   // panics
216  /// # }
217  /// ```
218  pub fn set_zoom (&mut self, zoom : f32) {
219    assert!(0.0 < zoom);
220    if self.zoom != zoom {
221      self.zoom = zoom;
222      self.compute_ortho();
223    }
224  }
225
226  pub fn rotate (&mut self, delta_yaw : math::Rad <f32>) {
227    use std::f32::consts::PI;
228    use num::Zero;
229    use math::Angle;
230    if !delta_yaw.is_zero() {
231      self.yaw += delta_yaw;
232      if self.yaw < math::Rad (-PI) {
233        self.yaw += math::Rad::full_turn();
234      } else if self.yaw > math::Rad (PI) {
235        self.yaw -= math::Rad::full_turn();
236      }
237      self.compute_orientation();
238    }
239  }
240
241  /// Move by delta X and Y values in local coordinates
242  pub fn move_local (&mut self, delta_x : f32, delta_y : f32) {
243    self.position += (delta_x * self.orientation.cols.x)
244      + (delta_y * self.orientation.cols.y);
245    self.compute_transform();
246  }
247
248  /// Move camera so that the world-space origin will be centered on the lower
249  /// left pixel
250  pub fn move_origin_to_bottom_left (&mut self) {
251    self.position = [
252      (self.viewport_width  / 2) as f32,
253      (self.viewport_height / 2) as f32
254    ].into();
255    self.compute_transform();
256  }
257
258  /// Multiply the current zoom by the given scale factor.
259  ///
260  /// # Panics
261  ///
262  /// Panics if scale factor is zero or negative:
263  ///
264  /// ```should_panic
265  /// # extern crate gl_utils;
266  /// # fn main () {
267  /// # use gl_utils::Camera2d;
268  /// let mut camera2d = Camera2d::new (320, 240);
269  /// camera2d.scale_zoom (-1.0);   // panics
270  /// # }
271  /// ```
272  pub fn scale_zoom (&mut self, scale : f32) {
273    assert!(0.0 < scale);
274    self.zoom *= scale;
275    self.compute_ortho();
276  }
277
278  /// Returns the raw *world to view transform* and *ortho projection* matrix
279  /// data, suitable for use as shader uniforms.
280  #[inline]
281  pub fn view_ortho_mats (&self) -> ([[f32; 4]; 4], [[f32; 4]; 4]) {
282    ( self.transform_mat_world_to_view.into_col_arrays(),
283      self.projection_mat_ortho.into_col_arrays()
284    )
285  }
286
287  //
288  //  private
289  //
290
291  #[inline]
292  fn compute_orientation (&mut self) {
293    self.orientation = math::Rotation2::from_angle (self.yaw);
294    self.compute_transform();
295  }
296  #[inline]
297  fn compute_transform (&mut self) {
298    self.transform_mat_world_to_view =
299      transform_mat_world_to_view (self.position, self.orientation);
300  }
301  /// Recomputes the ortho structure based on current viewport and zoom.
302  fn compute_ortho (&mut self) {
303    self.ortho = Self::ortho_from_viewport_zoom (
304      self.viewport_width, self.viewport_height, self.zoom);
305    self.compute_projection();
306  }
307  #[inline]
308  fn compute_projection (&mut self) {
309    self.projection_mat_ortho =
310      graphics::projection_mat_orthographic (&self.ortho);
311  }
312
313  /// Rounds the viewport to the next lower even resolution which will
314  /// cause 1px distortion but prevent mis-sampling of 2D textures at
315  /// non-power-of-two zoom levels
316  pub (crate) fn ortho_from_viewport_zoom (
317    viewport_width : u16, viewport_height : u16, zoom : f32
318  ) -> vek::FrustumPlanes <f32> {
319    let half_scaled_width  = 0.5 * (
320      (viewport_width  - viewport_width  % 2) as f32 / zoom);
321    let half_scaled_height = 0.5 * (
322      (viewport_height - viewport_height % 2) as f32 / zoom);
323    vek::FrustumPlanes {
324      left:   -half_scaled_width,
325      right:   half_scaled_width,
326      bottom: -half_scaled_height,
327      top:     half_scaled_height,
328      near:   -1.0,
329      far:     1.0
330    }
331  }
332}
333
334/// Builds a 4x4 transformation matrix that will transform points in world
335/// space coordinates to view space coordinates based on the current 2D view
336/// position and orientation.
337///
338/// The Z coordinate of the position is always `0.0` and the view is always
339/// looking down the negative Z axis.
340// TODO: doctest ?
341pub fn transform_mat_world_to_view (
342  view_position    : math::Point2 <f32>,
343  view_orientation : math::Rotation2 <f32>
344) -> math::Matrix4 <f32> {
345  let eye    = view_position.0.with_z (0.0);
346  let center = eye - math::Vector3::unit_z();
347  let up     = view_orientation.cols.y.with_z (0.0);
348  math::Matrix4::<f32>::look_at_rh (eye, center, up)
349}