sokoban-v1/engine/src/runtime/screen_scaler.zig

82 lines
2.1 KiB
Zig

const Gfx = @import("./graphics.zig");
const Math = @import("lib").Math;
const Vec2 = Math.Vec2;
const Vec4 = Math.Vec4;
const rgb = Math.rgb;
const Lib = @import("lib");
const Frame = Lib.Frame;
const ScreenScalar = @This();
// TODO: Implement a fractional pixel perfect scalar
// Based on this video: https://www.youtube.com/watch?v=d6tp43wZqps
// And this blog: https://colececil.dev/blog/2017/scaling-pixel-art-without-destroying-it/
translation: Vec2,
scale: f32,
pub fn init(window_size: Vec2, canvas_size: Vec2) ScreenScalar {
// TODO: Render to a lower resolution instead of scaling.
// To avoid pixel bleeding in spritesheet artifacts
const scale = @floor(@min(
window_size.x / canvas_size.x,
window_size.y / canvas_size.y,
));
var translation: Vec2 = Vec2.sub(window_size, canvas_size.multiplyScalar(scale)).multiplyScalar(0.5);
translation.x = @round(translation.x);
translation.y = @round(translation.y);
return ScreenScalar{
.translation = translation,
.scale = scale
};
}
pub fn push(self: ScreenScalar, frame: *Frame) void {
const scale = self.scale;
const translation = self.translation;
frame.pushTransform(translation, .init(scale, scale));
}
pub fn pop(self: ScreenScalar, frame: *Frame, color: Vec4) void {
const translation = self.translation;
frame.popTransform();
frame.drawRectangle(.{
.rect = .{
.pos = .init(0, 0),
.size = .init(frame.screen_size.x, translation.y),
},
.color = color
});
frame.drawRectangle(.{
.rect = .{
.pos = .init(0, frame.screen_size.y - translation.y),
.size = .init(frame.screen_size.x, translation.y),
},
.color = color
});
frame.drawRectangle(.{
.rect = .{
.pos = .init(0, 0),
.size = .init(translation.x, frame.screen_size.y),
},
.color = color
});
frame.drawRectangle(.{
.rect = .{
.pos = .init(frame.screen_size.x - translation.x, 0),
.size = .init(translation.x, frame.screen_size.y),
},
.color = color
});
}