Cleaned up world -> panel space conversion
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7c134774c3
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@ -131,6 +131,28 @@ DrawQuad(render_command_buffer* RenderBuffer, v4 C, r32 Rad, v4 Color)
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PushRenderQuad3D(RenderBuffer, P0, P1, P2, P3, Color);
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}
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internal v2
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SculptureView_WorldToScreenPosition(v4 WorldPosition, camera Camera, rect2 PanelBounds)
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{
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v2 Result = {0};
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r32 PanelW = Rect2Width(PanelBounds);
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r32 PanelH = Rect2Height(PanelBounds);
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m44 Matrix = GetCameraPerspectiveProjectionMatrix(Camera) * GetCameraModelViewMatrix(Camera);
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v4 WorldPos = Matrix * WorldPosition;
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// this is the Perspective Divide
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v2 ProjectedPos = WorldPos.xy / WorldPos.w;
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// Projection gets us in a range [-1, 1], and we want [0, width]
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ProjectedPos.x = ((ProjectedPos.x / 2) * PanelW) + (PanelW / 2);
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ProjectedPos.y = ((ProjectedPos.y / 2) * PanelH) + (PanelH / 2);
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Result = ProjectedPos + PanelBounds.Min;
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return Result;
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}
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GSMetaTag(panel_render);
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GSMetaTag(panel_type_sculpture_view);
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internal void
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@ -183,14 +205,13 @@ SculptureView_Render(panel Panel, rect2 PanelBounds, render_command_buffer* Rend
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//__debugbreak();
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v4 LedPosition = LedBuffer->Positions[FocusPixel];
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m44 Matrix = GetCameraPerspectiveProjectionMatrix(State->Camera) * GetCameraModelViewMatrix(State->Camera);
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v4 LedProjectedPosition = Matrix * LedPosition;
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v2 LedOnScreenPosition = LedProjectedPosition.xy;
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v2 LedOnScreenPosition = SculptureView_WorldToScreenPosition(LedPosition, State->Camera, PanelBounds);
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gs_string Tempgs_string = PushString(&State->Transient, 256);
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PrintF(&Tempgs_string, "%f %f", LedOnScreenPosition.x, LedOnScreenPosition.y);
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DrawString(RenderBuffer, Tempgs_string, State->Interface.Style.Font, v2{PanelBounds.Min.x + 100, PanelBounds.Max.y - 200}, WhiteV4);
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v2 BoxHalfDim = v2{ 25, 25 };
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v2 BoxMin = LedOnScreenPosition - BoxHalfDim;
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v2 BoxMax = LedOnScreenPosition + BoxHalfDim;
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