#include "Viewport.hpp"
#include "../app/init.hpp"
-#include "../model/geometry.hpp"
+#include "../geometry/const.hpp"
#include <GL/glew.h>
#include <glm/gtc/matrix_transform.hpp>
: cam()
, canv()
, cursor(1.0f)
+, cam_offset(0.0f)
, chunk_prog()
, entity_prog()
, sky_prog()
glClearColor(0.0, 0.0, 0.0, 1.0);
}
-void Viewport::VSync(bool b) noexcept {
+void Viewport::VSync(bool b) {
if (SDL_GL_SetSwapInterval(b) != 0) {
throw SDLError("SDL_GL_SetSwapInterval");
}
}
-void Viewport::SetCursor(const glm::vec3 &pos) {
+glm::vec2 Viewport::GetPosition(const glm::vec2 &off, Gravity grav) const noexcept {
+ return align(grav, canv.Size(), off + canv.Offset());
+}
+
+void Viewport::SetCursor(const glm::vec3 &pos) noexcept {
cursor[3].x = pos.x;
cursor[3].y = pos.y;
cursor[3].z = pos.z;
}
-void Viewport::SetCursor(const glm::vec3 &pos, Gravity grav) {
- glm::vec2 p(align(grav, canv.Size(), glm::vec2(pos) + canv.Offset()));
+void Viewport::SetCursor(const glm::vec3 &pos, Gravity grav) noexcept {
+ glm::vec2 p(GetPosition(glm::vec2(pos), grav));
cursor[3].x = p.x;
cursor[3].y = p.y;
cursor[3].z = pos.z;
}
-void Viewport::MoveCursor(const glm::vec3 &d) {
+void Viewport::MoveCursor(const glm::vec3 &d) noexcept {
cursor[3].x += d.x;
cursor[3].y += d.y;
cursor[3].z += d.z;
void Viewport::WorldPosition(const glm::mat4 &t) noexcept {
- const glm::vec3 offset(0.0f, 0.0f, 0.0f);
- //const glm::vec3 offset(0.0f, 0.0f, -5.0f);
- cam.View(glm::translate(glm::inverse(t), glm::vec3(t * glm::vec4(offset, 0.0f))));
+ cam.View(glm::translate(glm::inverse(t), glm::vec3(t * glm::vec4(cam_offset, 0.0f))));
ChunkProgram().SetView(cam.View());
sky_prog.Activate();
SkyBoxProgram().SetView(cam.View());