For grids, remove divisions outward to infinity implemented
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ad4e5af294
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5 changed files with 260 additions and 69 deletions
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@ -1,5 +1,6 @@
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#include "WorldGrid.hpp"
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#include "GridManager.hpp"
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#include "Helpers/MathExtras.hpp"
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#include "MainProgram.hpp"
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sk_sp<SkRuntimeEffect> WorldGrid::circlePointEffect;
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@ -12,13 +13,24 @@ Vector2f WorldGrid::oldWindowSize = Vector2f{0.0f, 0.0f};
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const char* circlePointShaderCode = R"V(
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uniform vec4 gridColor;
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uniform float gridScale;
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uniform vec2 gridClosestPoint;
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uniform float gridPointSize;
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uniform float mainGridScale;
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uniform vec2 mainGridClosestPoint;
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uniform float mainGridPointSize;
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uniform float divGridAlphaFrac;
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uniform float divGridScale;
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uniform vec2 divGridClosestPoint;
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uniform float divGridPointSize;
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float get_color_val_circle_point(float2 fCoord, float gScale, float gPointSize, float2 gClosestPoint) {
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float2 modCoord = mod(fCoord - gClosestPoint + float2(0.5 * gScale), float2(gScale));
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return step(distance(modCoord, float2(0.5 * gScale)), gPointSize);
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}
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vec4 main(float2 fragCoord) {
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float2 modCoord = mod(fragCoord - gridClosestPoint + float2(0.5 * gridScale), float2(gridScale));
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float fin = step(distance(modCoord, float2(0.5 * gridScale)), gridPointSize);
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float mainGridColor = get_color_val_circle_point(fragCoord, mainGridScale, mainGridPointSize, mainGridClosestPoint);
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float divGridColor = get_color_val_circle_point(fragCoord, divGridScale, divGridPointSize, divGridClosestPoint) * divGridAlphaFrac;
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float fin = max(mainGridColor, divGridColor);
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vec4 pointColorUnmultiplied = vec4(gridColor.rgb, 1.0);
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@ -27,16 +39,27 @@ vec4 main(float2 fragCoord) {
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const char* squarePointShaderCode = R"V(
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uniform vec4 gridColor;
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uniform float gridScale;
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uniform vec2 gridClosestPoint;
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uniform float gridPointSize;
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uniform float mainGridScale;
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uniform vec2 mainGridClosestPoint;
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uniform float mainGridPointSize;
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uniform float divGridAlphaFrac;
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uniform float divGridScale;
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uniform vec2 divGridClosestPoint;
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uniform float divGridPointSize;
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float get_color_val_square_point(float2 fCoord, float gScale, float gPointSize, float2 gClosestPoint) {
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float2 modCoord = mod(fCoord - gClosestPoint + float2(0.5 * gScale), float2(gScale));
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float2 difToPointCenter = abs(modCoord - float2(0.5 * gScale));
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float m1 = step(difToPointCenter.x, gPointSize);
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float m2 = step(difToPointCenter.y, gPointSize);
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return m1 * m2;
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}
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vec4 main(float2 fragCoord) {
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float2 modCoord = mod(fragCoord - gridClosestPoint + float2(0.5 * gridScale), float2(gridScale));
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float2 difToPointCenter = abs(modCoord - float2(0.5 * gridScale));
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float m1 = step(difToPointCenter.x, gridPointSize);
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float m2 = step(difToPointCenter.y, gridPointSize);
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float fin = m1 * m2;
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float mainGridColor = get_color_val_square_point(fragCoord, mainGridScale, mainGridPointSize, mainGridClosestPoint);
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float divGridColor = get_color_val_square_point(fragCoord, divGridScale, divGridPointSize, divGridClosestPoint) * divGridAlphaFrac;
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float fin = max(mainGridColor, divGridColor);
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vec4 pointColorUnmultiplied = vec4(gridColor.rgb, 1.0);
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@ -45,16 +68,27 @@ vec4 main(float2 fragCoord) {
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const char* squareLinesShaderCode = R"V(
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uniform vec4 gridColor;
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uniform float gridScale;
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uniform vec2 gridClosestPoint;
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uniform float gridPointSize;
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uniform float mainGridScale;
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uniform vec2 mainGridClosestPoint;
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uniform float mainGridPointSize;
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uniform float divGridAlphaFrac;
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uniform float divGridScale;
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uniform vec2 divGridClosestPoint;
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uniform float divGridPointSize;
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float get_color_val_square_lines(float2 fCoord, float gScale, float gPointSize, float2 gClosestPoint) {
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float2 modCoord = mod(fCoord - gClosestPoint + float2(0.5 * gScale), float2(gScale));
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float2 difToPointCenter = abs(modCoord - float2(0.5 * gScale));
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float m1 = step(difToPointCenter.x, gPointSize);
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float m2 = step(difToPointCenter.y, gPointSize);
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return max(m1, m2);
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}
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vec4 main(float2 fragCoord) {
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float2 modCoord = mod(fragCoord - gridClosestPoint + float2(0.5 * gridScale), float2(gridScale));
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float2 difToPointCenter = abs(modCoord - float2(0.5 * gridScale));
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float m1 = step(difToPointCenter.x, gridPointSize);
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float m2 = step(difToPointCenter.y, gridPointSize);
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float fin = max(m1, m2);
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float mainGridColor = get_color_val_square_lines(fragCoord, mainGridScale, mainGridPointSize, mainGridClosestPoint);
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float divGridColor = get_color_val_square_lines(fragCoord, divGridScale, divGridPointSize, divGridClosestPoint) * divGridAlphaFrac;
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float fin = max(mainGridColor, divGridColor);
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vec4 pointColorUnmultiplied = vec4(gridColor.rgb, 1.0);
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@ -63,14 +97,24 @@ vec4 main(float2 fragCoord) {
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const char* ruledShaderCode = R"V(
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uniform vec4 gridColor;
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uniform float gridScale;
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uniform vec2 gridClosestPoint;
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uniform float gridPointSize;
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uniform float mainGridScale;
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uniform vec2 mainGridClosestPoint;
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uniform float mainGridPointSize;
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uniform float divGridAlphaFrac;
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uniform float divGridScale;
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uniform vec2 divGridClosestPoint;
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uniform float divGridPointSize;
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float get_color_val_ruled(float2 fCoord, float gScale, float gPointSize, float2 gClosestPoint) {
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float2 modCoord = mod(fCoord - gClosestPoint + float2(0.5 * gScale), float2(gScale));
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float2 difToPointCenter = abs(modCoord - float2(0.5 * gScale));
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return step(difToPointCenter.y, gPointSize);
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}
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vec4 main(float2 fragCoord) {
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float2 modCoord = mod(fragCoord - gridClosestPoint + float2(0.5 * gridScale), float2(gridScale));
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float2 difToPointCenter = abs(modCoord - float2(0.5 * gridScale));
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float fin = step(difToPointCenter.y, gridPointSize);
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float mainGridColor = get_color_val_ruled(fragCoord, mainGridScale, mainGridPointSize, mainGridClosestPoint);
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float divGridColor = get_color_val_ruled(fragCoord, divGridScale, divGridPointSize, divGridClosestPoint) * divGridAlphaFrac;
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float fin = max(mainGridColor, divGridColor);
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vec4 pointColorUnmultiplied = vec4(gridColor.rgb, 1.0);
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@ -87,7 +131,7 @@ sk_sp<SkRuntimeEffect> WorldGrid::compile_effect_shader_init(const char* shaderN
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return effect;
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}
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sk_sp<SkShader> WorldGrid::get_shader(GridType gType, const SkColor4f& gridColor, float gridScale, const Vector2f& gridClosestPoint, float gridPointSize) {
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sk_sp<SkShader> WorldGrid::get_shader(GridType gType, const ShaderData& shaderData) {
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sk_sp<SkRuntimeEffect> runtimeEffect;
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switch(gType) {
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case GridType::CIRCLE_POINTS:
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@ -104,27 +148,45 @@ sk_sp<SkShader> WorldGrid::get_shader(GridType gType, const SkColor4f& gridColor
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break;
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}
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SkRuntimeShaderBuilder builder(runtimeEffect);
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builder.uniform("gridColor") = gridColor;
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builder.uniform("gridScale") = std::min(gridScale, 100000.0f); // Limit placed so that having a massive floating point value doesnt tank precision in the shader
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builder.uniform("gridClosestPoint").set(gridClosestPoint.data(), 2);
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builder.uniform("gridColor") = shaderData.gridColor;
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builder.uniform("mainGridScale") = std::min(shaderData.mainGridScale, 100000.0f); // Limit placed so that having a massive floating point value doesnt tank precision in the shader
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builder.uniform("mainGridClosestPoint").set(shaderData.mainGridClosestPoint.data(), 2);
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builder.uniform("divGridAlphaFrac") = shaderData.divGridAlphaFrac;
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builder.uniform("divGridScale") = std::min(shaderData.divGridScale, 100000.0f);
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builder.uniform("divGridClosestPoint").set(shaderData.divGridClosestPoint.data(), 2);
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switch(gType) {
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case GridType::CIRCLE_POINTS:
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builder.uniform("gridPointSize") = gridPointSize;
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break;
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case GridType::SQUARE_POINTS:
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builder.uniform("gridPointSize") = gridPointSize;
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builder.uniform("mainGridPointSize") = shaderData.mainGridPointSize;
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builder.uniform("divGridPointSize") = shaderData.divGridPointSize;
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break;
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case GridType::SQUARE_LINES:
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builder.uniform("gridPointSize") = 0.5f;
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break;
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case GridType::RULED:
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builder.uniform("gridPointSize") = 0.5f;
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builder.uniform("mainGridPointSize") = 0.5f;
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builder.uniform("divGridPointSize") = 0.5f;
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break;
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}
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sk_sp<SkShader> s = builder.makeShader();
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return s;
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}
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Vector2f WorldGrid::get_closest_grid_point(const WorldVec& gridOffset, const WorldScalar& gridSize, const DrawData& drawData) {
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WorldVec fracCamPosOnGrid;
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fracCamPosOnGrid.x() = (drawData.cam.c.pos.x() + gridOffset.x()) % gridSize;
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fracCamPosOnGrid.y() = (drawData.cam.c.pos.y() + gridOffset.y()) % gridSize;
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WorldVec closestGridPoint;
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closestGridPoint.x() = (fracCamPosOnGrid.x() < gridSize / WorldScalar(2)) ? WorldScalar(0) : gridSize;
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closestGridPoint.y() = (fracCamPosOnGrid.y() < gridSize / WorldScalar(2)) ? WorldScalar(0) : gridSize;
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Vector2f closestGridPointScreenPos;
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closestGridPointScreenPos.x() = static_cast<float>((closestGridPoint.x() - fracCamPosOnGrid.x()) / drawData.cam.c.inverseScale);
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closestGridPointScreenPos.y() = static_cast<float>((closestGridPoint.y() - fracCamPosOnGrid.y()) / drawData.cam.c.inverseScale);
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return closestGridPointScreenPos;
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}
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void WorldGrid::draw(GridManager& gMan, SkCanvas* canvas, const DrawData& drawData) {
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if(!visible)
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return;
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@ -136,34 +198,88 @@ void WorldGrid::draw(GridManager& gMan, SkCanvas* canvas, const DrawData& drawDa
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ruledEffect = compile_effect_shader_init("Ruled", ruledShaderCode);
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}
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WorldScalar worldSize = size / drawData.cam.c.inverseScale;
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float floatWorldSize = static_cast<float>(worldSize);
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if(worldSize > WorldScalar(7)) {
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WorldVec fracCamPosOnGrid;
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fracCamPosOnGrid.x() = (drawData.cam.c.pos.x() + offset.x()) % size;
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fracCamPosOnGrid.y() = (drawData.cam.c.pos.y() + offset.y()) % size;
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unsigned subdivisionsTrue = subdivisions + 1;
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if(removeDivisionsOutwards && subdivisionsTrue < 2)
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subdivisionsTrue = 2;
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WorldVec closestGridPoint;
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closestGridPoint.x() = (fracCamPosOnGrid.x() < size / WorldScalar(2)) ? WorldScalar(0) : size;
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closestGridPoint.y() = (fracCamPosOnGrid.y() < size / WorldScalar(2)) ? WorldScalar(0) : size;
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// Make sure the initial size is divisible by the subdivision count, so that it remains accurate across the entire infinite grid
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WorldScalar truncatedSize = FixedPoint::trunc(size / WorldScalar(subdivisionsTrue)) * WorldScalar(subdivisionsTrue);
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if(truncatedSize == WorldScalar(0))
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truncatedSize = WorldScalar(subdivisionsTrue);
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Vector2f closestGridPointScreenPos;
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closestGridPointScreenPos.x() = static_cast<float>((closestGridPoint.x() - fracCamPosOnGrid.x()) / drawData.cam.c.inverseScale);
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closestGridPointScreenPos.y() = static_cast<float>((closestGridPoint.y() - fracCamPosOnGrid.y()) / drawData.cam.c.inverseScale);
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WorldScalar sizeDetermineSubdivisionsToRemove = (drawData.cam.c.inverseScale / truncatedSize) * WorldScalar(subdivisionsTrue * 125);
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std::cout << "frac cam point: " << vec_pretty(fracCamPosOnGrid) << std::endl;
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std::cout << "closest grid point: " << vec_pretty(closestGridPoint) << std::endl;
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std::cout << "closest grid point screen: " << vec_pretty(closestGridPointScreenPos) << std::endl;
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std::cout << "worldSize: " << floatWorldSize << std::endl;
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SkPaint linePaint;
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if(removeDivisionsOutwards && sizeDetermineSubdivisionsToRemove > WorldScalar(1)) {
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double divLogDouble, divLogFraction;
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divLogFraction = std::modf(static_cast<double>(FixedPoint::log(sizeDetermineSubdivisionsToRemove, WorldScalar(subdivisionsTrue))), &divLogDouble);
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uint64_t divLog = divLogDouble;
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WorldScalar logMultiplier = FixedPoint::exp_int_accurate<WorldScalar>(divLog, subdivisionsTrue);
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WorldScalar sizeToUse = truncatedSize * logMultiplier;
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WorldScalar divSize = sizeToUse / WorldScalar(subdivisionsTrue);
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WorldScalar worldSize = sizeToUse / drawData.cam.c.inverseScale;
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WorldScalar divWorldSize = divSize / drawData.cam.c.inverseScale;
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float floatWorldSize = static_cast<float>(worldSize);
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float floatDivWorldSize = static_cast<float>(divWorldSize);
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Vector2f closestGridPointScreenPos = get_closest_grid_point(offset, sizeToUse, drawData);
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Vector2f divClosestGridPointScreenPos = get_closest_grid_point(offset, divSize, drawData);
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SkPaint linePaint;
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SkColor4f pointColor = gMan.world.canvasTheme.toolFrontColor;
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pointColor.fA = std::clamp(floatWorldSize / 50.0f, 0.0f, 0.4f);
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float gridPointSize = std::clamp(floatWorldSize / 10.0f, 0.0f, 5.0f);
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linePaint.setShader(get_shader(gridType, pointColor, static_cast<float>(worldSize), closestGridPointScreenPos, gridPointSize));
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canvas->save();
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canvas->rotate(-drawData.cam.c.rotation * 180.0 / std::numbers::pi);
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canvas->drawPaint(linePaint);
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canvas->restore();
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pointColor.fA = std::clamp(floatWorldSize / 100.0f, 0.0f, 0.6f);
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float gridPointSize = 5.0f;
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float finalDivMultiplier = (1.0 - divLogFraction) * ((divLog == 0) ? 0.5 : 1.0);
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linePaint.setShader(get_shader(gridType, {
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.gridColor = pointColor,
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.mainGridScale = floatWorldSize,
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.mainGridClosestPoint = closestGridPointScreenPos,
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.mainGridPointSize = gridPointSize,
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.divGridAlphaFrac = finalDivMultiplier,
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.divGridScale = floatDivWorldSize,
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.divGridClosestPoint = divClosestGridPointScreenPos,
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.divGridPointSize = gridPointSize * finalDivMultiplier
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}));
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}
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else {
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WorldScalar sizeToUse = truncatedSize;
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WorldScalar divSize = sizeToUse / WorldScalar(subdivisionsTrue);
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WorldScalar worldSize = sizeToUse / drawData.cam.c.inverseScale;
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WorldScalar divWorldSize = divSize / drawData.cam.c.inverseScale;
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if(worldSize < WorldScalar(7))
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return;
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float floatWorldSize = static_cast<float>(worldSize);
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float floatDivWorldSize = static_cast<float>(divWorldSize);
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Vector2f closestGridPointScreenPos = get_closest_grid_point(offset, sizeToUse, drawData);
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Vector2f divClosestGridPointScreenPos = get_closest_grid_point(offset, divSize, drawData);
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SkColor4f pointColor = gMan.world.canvasTheme.toolFrontColor;
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pointColor.fA = std::clamp(floatWorldSize / 100.0f, 0.0f, 0.6f);
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float gridPointSize = std::clamp(floatWorldSize / 10.0f, 0.0f, 5.0f);
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linePaint.setShader(get_shader(gridType, {
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.gridColor = pointColor,
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.mainGridScale = floatWorldSize,
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.mainGridClosestPoint = closestGridPointScreenPos,
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.mainGridPointSize = gridPointSize,
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.divGridAlphaFrac = 0.5f,
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.divGridScale = floatDivWorldSize,
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.divGridClosestPoint = divClosestGridPointScreenPos,
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.divGridPointSize = gridPointSize * 0.5f
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}));
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}
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canvas->save();
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canvas->rotate(-drawData.cam.c.rotation * 180.0 / std::numbers::pi);
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canvas->drawPaint(linePaint);
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canvas->restore();
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}
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