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