Infinitely scrolling grid
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3bd4be48bb
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3 changed files with 35 additions and 8 deletions
35
grid.odin
35
grid.odin
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@ -10,7 +10,27 @@ Grid :: struct {
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}
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grid_get_zoom :: proc(zoom: v2) -> v2 {
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return linalg.pow(v2{2.0, 2.0}, zoom) - 1.0
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return linalg.pow(v2(2.0), zoom)
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}
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grid_get_line_separation :: proc(zoom: v2, min_line_distance: f32) -> v2 {
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zoom_factor := grid_get_zoom(zoom)
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sep := linalg.pow(v2(10.0), linalg.floor(linalg.log10(min_line_distance * zoom_factor)))
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for {
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if sep.x / zoom_factor.x >= min_line_distance {
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break
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}
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if sep.x * 2.5 / zoom_factor.x >= min_line_distance {
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sep *= 2.5
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break
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}
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if sep.x * 5.0 / zoom_factor.x >= min_line_distance {
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sep *= 5.0
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break
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}
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sep *= 10.0
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}
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return sep
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}
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grid_world_to_grid_matrix :: proc(zoom, offset: v2) -> mat3 {
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@ -24,17 +44,20 @@ grid_world_to_grid_matrix :: proc(zoom, offset: v2) -> mat3 {
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linalg.matrix3_scale(v3{**zoom_amount, 1.0}))
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}
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import "core:fmt"
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draw_grid :: proc(grid: Grid, text_draw, text_clip: rect2) {
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world_to_grid_matrix := grid_world_to_grid_matrix(grid.zoom, grid.offset)
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grid_to_world_matrix := linalg.inverse(world_to_grid_matrix)
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grid_world_br := grid.world_position + grid.world_size
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grid_color := rl.Color{64, 64, 64, 255}
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grid_tl := (v3{**grid.world_position, 1.0} * world_to_grid_matrix).xy
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grid_tl = linalg.floor(grid_tl / grid.cell_size) * grid.cell_size
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grid_br := (v3{**grid_world_br, 1.0} * world_to_grid_matrix).xy
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sep := grid_get_line_separation(grid.zoom, 32.0)
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tl := (v3{**grid.world_position, 1.0} * world_to_grid_matrix).xy
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tl = linalg.floor(tl / sep) * sep
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br := (v3{**grid_world_br, 1.0} * world_to_grid_matrix).xy
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for x: f32 = grid_tl.x; x < grid_br.x; x += grid.cell_size.x {
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for x: f32 = tl.x; x < br.x; x += sep.x {
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world_position_x := (v3{x, 0.0, 1.0} * grid_to_world_matrix).x
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p1 := v2{world_position_x, grid.world_position.y}
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p2 := v2{world_position_x, grid_world_br.y}
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@ -44,7 +67,7 @@ draw_grid :: proc(grid: Grid, text_draw, text_clip: rect2) {
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}
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}
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for y: f32 = grid_tl.y; y < grid_br.y; y += grid.cell_size.y {
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for y: f32 = tl.y; y < br.y; y += sep.y {
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world_position_y := (v3{0.0, y, 1.0} * grid_to_world_matrix).y
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p1 := v2{grid.world_position.x, world_position_y}
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p2 := v2{grid_world_br.x, world_position_y}
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