package main import ( "math" "github.com/gen2brain/raylib-go/raylib" ) type Sketch struct { layerTools map[string]LayerTools layerToolsOrdered []LayerTools } func NewSketch() Sketch { return Sketch{ layerTools: make(map[string]LayerTools), layerToolsOrdered: []LayerTools {}, } } func (s *Sketch) CreateLayer(name string, layer Layer, sourceWidth int32, sourceHeight int32) { texture := rl.LoadRenderTexture(sourceWidth, sourceHeight) layerTools := LayerTools { name: name, texture: &texture, layer: layer, } s.layerToolsOrdered = append(s.layerToolsOrdered, layerTools) s.layerTools[name] = layerTools } func (s *Sketch) Draw(ctx *RenderCtx) { // render onto all layer textures for _, instance := range s.layerToolsOrdered { instance.layer.Update(ctx) if instance.layer.IsDirty() { layer := instance.layer rl.BeginTextureMode(*instance.texture) layer.Draw(ctx) rl.EndTextureMode() } } // composite all layers to screen screen := rl.Rectangle { X: 0, Y: 0, Width: float32(ctx.TargetWidth), Height: float32(ctx.TargetHeight), } viewport := s.CalcViewport(ctx) for _, instance := range s.layerToolsOrdered { rl.DrawTexturePro(instance.texture.Texture, viewport, screen, rl.Vector2{}, 0, rl.White) } } 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)) 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), 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.Y = -delta.Y ctx.Cam.LookAt = rl.Vector2Add(ctx.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)) // Zoom based on mouse wheel wheel := rl.GetMouseWheelMove() if wheel != 0 { const zoomIncrement float32 = 0.05 if wheel > 0 { ctx.Cam.Zoom *= 1+zoomIncrement } else { ctx.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) } type LayerTools struct { name string layer Layer texture *rl.RenderTexture2D } /** Layer **/ type Layer interface { Update(ctx *RenderCtx) Draw(ctx *RenderCtx) IsDirty() bool } type TestPattern struct{ dirty bool } func (tp *TestPattern) Update(ctx *RenderCtx) { ; } func (tp *TestPattern) Draw(ctx *RenderCtx) { rl.ClearBackground(rl.Black) centerX := float32(ctx.SourceWidth) / 2 centerY := float32(ctx.SourceHeight) / 2 rl.DrawRectangleRec(rl.Rectangle{X: 0, Y: 0, Width: centerX, Height: centerY}, rl.Red) rl.DrawRectangleRec(rl.Rectangle{X: centerX, Y: 0, Width: centerX, Height: centerY}, rl.Green) rl.DrawRectangleRec(rl.Rectangle{X: 0, Y: centerY, Width: centerX, Height: centerY}, rl.Blue) rl.DrawRectangleRec(rl.Rectangle{X: centerX, Y: centerY, Width: centerX, Height: centerY}, rl.White) rl.DrawLine(0, 0, ctx.SourceWidth, ctx.SourceHeight, rl.Black) rl.PushMatrix() rl.Translatef(centerX, centerY, 0) rl.SetLineWidth(4.0) rl.DrawLine(-10000, 0, 10000, 0, rl.Red) rl.DrawLine(0, -10000, 0, 10000, rl.Green) rl.DrawRectangleLines(-50, -50, 100, 100, rl.Magenta) rl.PopMatrix() tp.dirty = false } func (tp *TestPattern) IsDirty() bool { return tp.dirty } /** Ports **/ type Ports map[string]Signal func MakePorts() Ports { return make(Ports) } /** * materialize current value for all ports **/ func (p Ports) Eval(t float64) map[string]float64 { out := make(map[string]float64, len(p)) for name, sig := range p { out[name] = sig.Eval(t) } return out } /** RenderCtx **/ type RenderCtx struct { TargetWidth int32 TargetHeight int32 SourceWidth int32 SourceHeight int32 Time float64 Ports map[string]float64 Cam *TextureCam }