Merge pull request #51 from tsoding/48

(#48) Make it zoom towards the center of the screen
This commit is contained in:
Alexey Kutepov 2019-11-13 23:48:02 +07:00 committed by GitHub
commit c2c574c778
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GPG Key ID: 4AEE18F83AFDEB23
5 changed files with 46 additions and 19 deletions

View File

@ -65,7 +65,8 @@ proc newShaderProgram(vertex, fragment: Shader): GLuint =
glUseProgram(result)
proc draw(screenshot: Image, camera: var Camera, shader, vao, texture: GLuint) =
proc draw(screenshot: Image, camera: var Camera, shader, vao, texture: GLuint,
windowSize: Vec2f, mouse: Mouse) =
glClearColor(0.1, 0.1, 0.1, 1.0)
glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT)
@ -73,6 +74,15 @@ proc draw(screenshot: Image, camera: var Camera, shader, vao, texture: GLuint) =
glUniform2f(glGetUniformLocation(shader, "cameraPos".cstring), camera.position[0], camera.position[1])
glUniform1f(glGetUniformLocation(shader, "cameraScale".cstring), camera.scale)
glUniform2f(glGetUniformLocation(shader, "screenshotSize".cstring),
screenshot.width.float32,
screenshot.height.float32)
glUniform2f(glGetUniformLocation(shader, "windowSize".cstring),
windowSize.x.float32,
windowSize.y.float32)
glUniform2f(glGetUniformLocation(shader, "cursorPos".cstring),
mouse.curr.x.float32,
mouse.curr.y.float32)
glBindVertexArray(vao)
glDrawElements(GL_TRIANGLES, count = 6, GL_UNSIGNED_INT, indices = nil)
@ -176,14 +186,16 @@ proc main() =
var shaderProgram = newShaderProgram(vertexShader, fragmentShader)
let w = screenshot.width.float32
let h = screenshot.height.float32
var
vao, vbo, ebo: GLuint
vertices = [
# Position Texture coords
[GLfloat 1.0, -1.0, 0.0, 1.0, 1.0], # Top right
[GLfloat 1.0, 1.0, 0.0, 1.0, 0.0], # Bottom right
[GLfloat -1.0, 1.0, 0.0, 0.0, 0.0], # Bottom left
[GLfloat -1.0, -1.0, 0.0, 0.0, 1.0] # Top left
[GLfloat w, 0, 0.0, 1.0, 1.0], # Top right
[GLfloat w, h, 0.0, 1.0, 0.0], # Bottom right
[GLfloat 0, h, 0.0, 0.0, 0.0], # Bottom left
[GLfloat 0, 0, 0.0, 0.0, 1.0] # Top left
]
indices = [GLuint(0), 1, 3,
1, 2, 3]
@ -233,7 +245,6 @@ proc main() =
glUniform1i(glGetUniformLocation(shaderProgram, "tex".cstring), 0)
glEnable(GL_TEXTURE_2D)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
@ -241,8 +252,6 @@ proc main() =
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER)
glViewport(0, 0, screenshot.width, screenshot.height)
var
quitting = false
camera = Camera(scale: 1.0)
@ -251,6 +260,7 @@ proc main() =
while not quitting:
var wa: TXWindowAttributes
discard XGetWindowAttributes(display, win, addr wa)
glViewport(0, 0, wa.width, wa.height)
var xev: TXEvent
while XPending(display) > 0:
@ -264,9 +274,10 @@ proc main() =
xev.xmotion.y.float32)
if mouse.drag:
let delta = world(mouse.prev, screenshot, camera) - world(mouse.curr, screenshot, camera)
let delta = world(camera, mouse.prev) - world(camera, mouse.curr)
camera.position += delta
camera.velocity = delta * config.dragVelocityFactor
mouse.prev = mouse.curr
of ClientMessage:
@ -315,7 +326,9 @@ proc main() =
camera.update(config, 1.0 / config.fps.float, mouse, screenshot)
screenshot.draw(camera, shaderProgram, vao, texture)
screenshot.draw(camera, shaderProgram, vao, texture,
vec2(wa.width.float32, wa.height.float32),
mouse)
glXSwapBuffers(display, win)

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@ -10,7 +10,8 @@ type Config* = object
const defaultConfig* = Config(
scrollSpeed: 1.0,
dragVelocityFactor: 10.0,
dragFriction: 1.0,
# TODO: For a natual feel dragFriction probably should depend on velocity
dragFriction: 600.0,
scaleFriction: 10.0,
fps: 60
)

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@ -7,6 +7,9 @@ proc vec2*(x: float32, y: float32): Vec2f = (x, y)
proc `*`*(a: Vec2f, s: float32): Vec2f =
vec2(a.x * s, a.y * s)
proc `/`*(a: Vec2f, s: float32): Vec2f =
vec2(a.x / s, a.y / s)
proc `*`*(a: Vec2f, b: Vec2f): Vec2f =
vec2(a.x * b.x, a.y * b.y)

View File

@ -14,12 +14,8 @@ type Camera* = object
scale*: float32
deltaScale*: float
proc world*(point: Vec2f, image: Image, camera: Camera): Vec2f =
let f = (camera.position + vec2(1.0f32, 1.0f32)) / vec2(2.0f32, 2.0f32)
let ps = vec2(image.width.float32 * camera.scale, image.height.float32 * camera.scale) * f
let ms = vec2(point.x.float32, point.y.float32) + ps
return vec2(ms.x / (image.width.float32 * camera.scale) * 2.0f32 - 1.0f32,
ms.y / (image.height.float32 * camera.scale) * 2.0f32 - 1.0f32)
proc world*(camera: Camera, v: Vec2f): Vec2f =
(camera.position + v) / camera.scale
proc update*(camera: var Camera, config: Config, dt: float, mouse: Mouse, image: Image) =
if abs(camera.deltaScale) > 0.5:

View File

@ -2,10 +2,24 @@
in vec3 aPos;
in vec2 aTexCoord;
out vec2 texcoord;
uniform vec2 cameraPos;
uniform float cameraScale;
uniform vec2 windowSize;
uniform vec2 screenshotSize;
uniform vec2 cursorPos;
vec3 to_world(vec3 v) {
vec2 ratio = vec2(
windowSize.x / screenshotSize.x / cameraScale,
windowSize.y / screenshotSize.y / cameraScale);
return vec3((v.x / screenshotSize.x * 2.0 - 1.0) / ratio.x,
(v.y / screenshotSize.y * 2.0 - 1.0) / ratio.y,
v.z);
}
void main()
{
gl_Position = vec4((aPos.x - cameraPos.x) * cameraScale, (aPos.y + cameraPos.y) * cameraScale, 0.0, 1.0);
gl_Position = vec4(to_world((aPos - vec3(cameraPos * vec2(1.0, -1.0), 0.0))), 1.0);
texcoord = aTexCoord;
}