package sectr import rl "vendor:raylib" // The points to pixels and pixels to points are our only reference to accurately converting // an object from world space to screen-space. // This prototype engine will have all its spacial unit base for distances in centimetres. Inches_To_Centimetre :: cast(f32) 2.54 Points_Per_Centimetre := cast(f32) 28.3465 Centimetres_Per_Point :: cast(f32) 1.0 / 28.3465 // Precalculated reciprocal for multiplication DPT_DPC :: cast(f32) 72.0 * Inches_To_Centimetre when ODIN_OS == OS_Type.Windows { os_default_dpc :: 96 * Inches_To_Centimetre // 1 inch = 2.54 cm, 96 inch * 2.54 = 243.84 DPC } cm_to_pixels :: proc( cm : f32 ) -> f32 { screen_dpc := get_state().app_window.dpc return cm * screen_dpc } vec2_cm_to_pixels :: proc( v : Vec2 ) -> Vec2 { screen_dpc := get_state().app_window.dpc return v * screen_dpc } points_to_pixels :: proc( points : f32 ) -> f32 { screen_dpc := get_state().app_window.dpc cm_per_pixel := 1.0 / screen_dpc return points * DPT_DPC * cm_per_pixel } pixels_to_points :: proc( pixels : f32 ) -> f32 { screen_dpc := get_state().app_window.dpc cm_per_pixel := 1.0 / screen_dpc return pixels * cm_per_pixel * Points_Per_Centimetre } vec2_points_to_pixels :: proc ( vpoints : Vec2 ) -> Vec2 { screen_dpc := get_state().app_window.dpc cm_per_pixel := 1.0 / screen_dpc return vpoints * DPT_DPC * cm_per_pixel } Camera :: rl.Camera2D AreaSize :: distinct Vec2 Bounds2 :: struct { top_left, bottom_right : Vec2 } BoundsCorners2 :: struct { top_left, top_right, bottom_left, bottom_right : Vec2 } Extents2 :: distinct Vec2 Extents2i :: distinct Vec2i bounds2_radius :: proc( bounds : Bounds2 ) -> f32 { return max( bounds.bottom_right.x, bounds.top_left.y ) } extent_from_size :: proc ( size : AreaSize ) -> Extents2 { return transmute(Extents2) size * 2.0 } screen_size :: proc "contextless" () -> AreaSize { extent := get_state().app_window.extent return transmute(AreaSize) (extent * 2.0) } screen_get_corners :: proc() -> BoundsCorners2 { state := get_state(); using state screen_extent := state.app_window.extent top_left := Vec2 { -screen_extent.x, screen_extent.y } top_right := Vec2 { screen_extent.x, screen_extent.y } bottom_left := Vec2 { -screen_extent.x, -screen_extent.y } bottom_right := Vec2 { screen_extent.x, -screen_extent.y } return { top_left, top_right, bottom_left, bottom_right } } view_get_bounds :: proc() -> Bounds2 { state := get_state(); using state cam := & project.workspace.cam screen_extent := state.app_window.extent top_left := cam.target + Vec2 { -screen_extent.x, screen_extent.y } bottom_right := cam.target + Vec2 { screen_extent.x, -screen_extent.y } return { top_left, bottom_right } } view_get_corners :: proc() -> BoundsCorners2 { state := get_state(); using state cam := & project.workspace.cam cam_zoom_ratio := 1.0 / cam.zoom screen_extent := state.app_window.extent * cam_zoom_ratio top_left := cam.target + Vec2 { -screen_extent.x, screen_extent.y } top_right := cam.target + Vec2 { screen_extent.x, screen_extent.y } bottom_left := cam.target + Vec2 { -screen_extent.x, -screen_extent.y } bottom_right := cam.target + Vec2 { screen_extent.x, -screen_extent.y } return { top_left, top_right, bottom_left, bottom_right } } screen_to_render :: proc( pos : Vec2 ) -> Vec2 { screen_extent := transmute(Vec2) get_state().project.workspace.cam.offset return pos + { screen_extent.x, -screen_extent.y } } world_screen_extent :: proc () -> Extents2 { state := get_state(); using state cam_zoom_ratio := 1.0 / project.workspace.cam.zoom return app_window.extent * cam_zoom_ratio } world_to_screen_pos :: proc( position : Vec2 ) -> Vec2 { return { position.x, position.y * -1 } } world_to_screen_no_zoom :: proc( position : Vec2 ) -> Vec2 { state := get_state(); using state cam_zoom_ratio := 1.0 / state.project.workspace.cam.zoom return { position.x, position.y * -1 } * cam_zoom_ratio }