Infinitely scrolling grid

This commit is contained in:
Synthasmagoria 2026-08-27 19:55:19 +02:00
commit ebd0ef76d3
3 changed files with 35 additions and 8 deletions

View file

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