automated snapshot
This commit is contained in:
48
sketch.go
48
sketch.go
@@ -8,23 +8,39 @@ import (
|
||||
type Sketch struct {
|
||||
sourceWidth int32
|
||||
sourceHeight int32
|
||||
cam *TextureCam
|
||||
layerTools map[string]LayerTools
|
||||
layerToolsOrdered []LayerTools
|
||||
composite rl.RenderTexture2D
|
||||
}
|
||||
|
||||
type TextureCam struct {
|
||||
LookAt rl.Vector2
|
||||
Zoom float32
|
||||
}
|
||||
|
||||
|
||||
func NewSketch(sourceWidth, sourceHeight int32) Sketch {
|
||||
|
||||
// point at source center
|
||||
// put source center at center of screen
|
||||
var camera = TextureCam {
|
||||
LookAt: rl.Vector2{X: float32(sourceWidth) / 2.0, Y: float32(sourceHeight) / 2.0},
|
||||
Zoom: 1.0,
|
||||
}
|
||||
|
||||
return Sketch {
|
||||
sourceWidth: sourceWidth,
|
||||
sourceHeight: sourceHeight,
|
||||
layerTools: make(map[string]LayerTools),
|
||||
layerToolsOrdered: []LayerTools {},
|
||||
composite: rl.LoadRenderTexture(sourceWidth, sourceHeight),
|
||||
cam: &camera,
|
||||
}
|
||||
}
|
||||
|
||||
func (s *Sketch) CreateLayer(name string, layer Layer, sourceWidth int32, sourceHeight int32) {
|
||||
texture := rl.LoadRenderTexture(sourceWidth, sourceHeight)
|
||||
func (s *Sketch) CreateLayer(name string, layer Layer) {
|
||||
texture := rl.LoadRenderTexture(s.sourceWidth, s.sourceHeight)
|
||||
layerTools := LayerTools {
|
||||
name: name,
|
||||
texture: &texture,
|
||||
@@ -80,44 +96,49 @@ func (s *Sketch) Draw(ctx *RenderCtx) {
|
||||
}
|
||||
|
||||
func (s *Sketch) CalcViewport(ctx *RenderCtx) rl.Rectangle {
|
||||
viewportWidth := rl.Clamp(float32(ctx.SourceWidth) / ctx.Cam.Zoom, 0, float32(ctx.SourceWidth))
|
||||
viewportHeight := rl.Clamp(float32(ctx.SourceHeight) / ctx.Cam.Zoom, 0, float32(ctx.SourceHeight))
|
||||
viewportWidth := rl.Clamp(float32(ctx.SourceWidth) / s.cam.Zoom, 0, float32(ctx.SourceWidth))
|
||||
viewportHeight := rl.Clamp(float32(ctx.SourceHeight) / s.cam.Zoom, 0, float32(ctx.SourceHeight))
|
||||
return rl.Rectangle{
|
||||
X: rl.Clamp(ctx.Cam.LookAt.X - viewportWidth/2.0, 0, float32(ctx.SourceWidth)-viewportWidth),
|
||||
Y: rl.Clamp(ctx.Cam.LookAt.Y - viewportHeight/2.0, 0, float32(ctx.SourceHeight)-viewportHeight),
|
||||
X: rl.Clamp(s.cam.LookAt.X - viewportWidth/2.0, 0, float32(ctx.SourceWidth)-viewportWidth),
|
||||
Y: rl.Clamp(s.cam.LookAt.Y - viewportHeight/2.0, 0, float32(ctx.SourceHeight)-viewportHeight),
|
||||
Width: float32(viewportWidth),
|
||||
Height: -float32(viewportHeight),
|
||||
}
|
||||
}
|
||||
|
||||
func (s *Sketch) Update(ctx *RenderCtx) {
|
||||
|
||||
if rl.IsMouseButtonDown(rl.MouseRightButton) {
|
||||
// get mouse delta from last frame
|
||||
delta := rl.GetMouseDelta()
|
||||
// compute the amount to move scaled by the camera zoom
|
||||
delta = rl.Vector2Scale(delta, -sourceScale/ctx.Cam.Zoom)
|
||||
delta = rl.Vector2Scale(delta, -sourceScale/s.cam.Zoom)
|
||||
delta.Y = -delta.Y
|
||||
ctx.Cam.LookAt = rl.Vector2Add(ctx.Cam.LookAt, delta)
|
||||
s.cam.LookAt = rl.Vector2Add(s.cam.LookAt, delta)
|
||||
}
|
||||
|
||||
// clamp LookAt to be somewhere on the texture
|
||||
ctx.Cam.LookAt.X = rl.Clamp(ctx.Cam.LookAt.X, 0, float32(ctx.SourceWidth-1))
|
||||
ctx.Cam.LookAt.Y = rl.Clamp(ctx.Cam.LookAt.Y, 0, float32(ctx.SourceHeight-1))
|
||||
s.cam.LookAt.X = rl.Clamp(s.cam.LookAt.X, 0, float32(ctx.SourceWidth-1))
|
||||
s.cam.LookAt.Y = rl.Clamp(s.cam.LookAt.Y, 0, float32(ctx.SourceHeight-1))
|
||||
|
||||
// Zoom based on mouse wheel
|
||||
wheel := rl.GetMouseWheelMove()
|
||||
if wheel != 0 {
|
||||
const zoomIncrement float32 = 0.05
|
||||
if wheel > 0 {
|
||||
ctx.Cam.Zoom *= 1+zoomIncrement
|
||||
s.cam.Zoom *= 1+zoomIncrement
|
||||
} else {
|
||||
ctx.Cam.Zoom *= 1-zoomIncrement
|
||||
s.cam.Zoom *= 1-zoomIncrement
|
||||
}
|
||||
}
|
||||
|
||||
// clamp zoom to > 1 so we don't ever zoom out more than necessary
|
||||
ctx.Cam.Zoom = rl.Clamp(ctx.Cam.Zoom, 1, math.MaxInt64)
|
||||
s.cam.Zoom = rl.Clamp(s.cam.Zoom, 1, math.MaxInt64)
|
||||
}
|
||||
|
||||
func (s *Sketch) ResetCamera() {
|
||||
s.cam.LookAt = rl.Vector2{X: float32(s.sourceWidth) / 2.0, Y: float32(s.sourceHeight) / 2.0}
|
||||
s.cam.Zoom = 1.0
|
||||
}
|
||||
|
||||
type SketchCapture struct {
|
||||
@@ -218,5 +239,4 @@ type RenderCtx struct {
|
||||
SourceHeight int32
|
||||
Time float64
|
||||
Ports map[string]float64
|
||||
Cam *TextureCam
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user