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 pixels. Inches_To_CM :: cast(f32) 2.54 Points_Per_CM :: cast(f32) 28.3465 CM_Per_Point :: cast(f32) 1.0 / DPT_DPCM CM_Per_Pixel :: cast(f32) 1.0 / DPT_PPCM DPT_DPCM :: cast(f32) 72.0 * Inches_To_CM // 182.88 points/dots per cm DPT_PPCM :: cast(f32) 96.0 * Inches_To_CM // 243.84 pixels per cm when ODIN_OS == OS_Type.Windows { op_default_dpcm :: 72.0 * Inches_To_CM os_default_ppcm :: 96.0 * Inches_To_CM // 1 inch = 2.54 cm, 96 inch * 2.54 = 243.84 DPCM } //region Unit Conversion Impl // cm_to_points :: proc( cm : f32 ) -> f32 { // } // points_to_cm :: proc( points : f32 ) -> f32 { // screen_dpc := get_state().app_window.dpc // cm_per_pixel := 1.0 / screen_dpc // pixels := points * DPT_DPC * cm_per_pixel // return points * // } f32_cm_to_pixels :: proc(cm: f32) -> f32 { screen_ppcm := get_state().app_window.ppcm return cm * screen_ppcm } f32_pixels_to_cm :: proc(pixels: f32) -> f32 { screen_ppcm := get_state().app_window.ppcm cm_per_pixel := 1.0 / screen_ppcm return pixels * cm_per_pixel } f32_points_to_pixels :: proc(points: f32) -> f32 { screen_ppcm := get_state().app_window.ppcm cm_per_pixel := 1.0 / screen_ppcm return points * DPT_PPCM * cm_per_pixel } f32_pixels_to_points :: proc(pixels: f32) -> f32 { screen_ppcm := get_state().app_window.ppcm cm_per_pixel := 1.0 / screen_ppcm return pixels * cm_per_pixel * Points_Per_CM } vec2_cm_to_pixels :: proc(v: Vec2) -> Vec2 { screen_ppcm := get_state().app_window.ppcm return v * screen_ppcm } vec2_pixels_to_cm :: proc(v: Vec2) -> Vec2 { screen_ppcm := get_state().app_window.ppcm cm_per_pixel := 1.0 / screen_ppcm return v * cm_per_pixel } vec2_points_to_pixels :: proc(vpoints: Vec2) -> Vec2 { screen_ppcm := get_state().app_window.ppcm cm_per_pixel := 1.0 / screen_ppcm return vpoints * DPT_PPCM * cm_per_pixel } range2_cm_to_pixels :: proc( range : Range2 ) -> Range2 { screen_ppcm := get_state().app_window.ppcm result := Range2 { pts = { range.min * screen_ppcm, range.max * screen_ppcm }} return result } range2_pixels_to_cm :: proc( range : Range2 ) -> Range2 { screen_ppcm := get_state().app_window.ppcm cm_per_pixel := 1.0 / screen_ppcm result := Range2 { pts = { range.min * cm_per_pixel, range.max * cm_per_pixel }} return result } // vec2_points_to_cm :: proc( vpoints : Vec2 ) -> Vec2 { // } //endregion Camera :: rl.Camera2D // TODO(Ed) : I'm not sure making the size and extent types distinct has made things easier or more difficult in Odin.. // The lack of operator overloads is going to make any sort of nice typesystem // for doing lots of math or phyiscs more error prone or filled with proc wrappers 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 WS_Pos :: struct { tile_id : Vec2i, rel : Vec2, } 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_world :: proc(pos: Vec2) -> Vec2 { state := get_state(); using state cam := & project.workspace.cam result := Vec2 { cam.target.x, -cam.target.y} + Vec2 { pos.x, -pos.y } * (1 / cam.zoom) return result } 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 }