use crate::{ config::{PIXEL_BUFFER_HEIGHT, PIXEL_BUFFER_WIDTH}, sim::{board::Board, materials::MATERIALS}, }; pub struct CameraState { // centre coords pub x: f64, pub y: f64, // zoom scale factor, 1.0 = board <-> frame pub zoom: f64, } pub fn screen_position_to_board( board: &Board, camera: &CameraState, screen_x: f64, screen_y: f64, ) -> (f64, f64) { let camera_width = camera.zoom * f64::from(board.size_x); let camera_height = camera.zoom * f64::from(board.size_y); let camera_start_x = camera.x - camera_width / 2.0; let camera_start_y = camera.y - camera_height / 2.0; ( (screen_x / PIXEL_BUFFER_WIDTH as f64 * camera_width) + camera_start_x, (screen_y / PIXEL_BUFFER_HEIGHT as f64 * camera_height) + camera_start_y, ) } pub fn write_frame_view( frame: &mut [u8], board: &Board, camera: &CameraState, get_overlay: impl Fn(i32, i32) -> (u8, u8, u8, u8), ) { for frame_y in 0..PIXEL_BUFFER_HEIGHT { for frame_x in 0..PIXEL_BUFFER_WIDTH { let (x_coord, y_coord) = screen_position_to_board(board, camera, frame_x as f64, frame_y as f64); let cell = board.cell_at_position(x_coord as i32, y_coord as i32); let cell_color: Option<(u8, u8, u8, u8)> = cell.map(|c| { let m = MATERIALS[c.material as usize]; (m.r, m.g, m.b, 0xFF) }); let off_grid_color: (u8, u8, u8, u8) = (0x00, 0x00, 0x00, 0xFF); let target_color: (u8, u8, u8, u8) = cell_color.unwrap_or(off_grid_color); let overlay = get_overlay(x_coord as i32, y_coord as i32); let frame_idx = ((frame_y * PIXEL_BUFFER_WIDTH + frame_x) * 4) as usize; frame[frame_idx] = target_color.0.saturating_add(overlay.0); frame[frame_idx + 1] = target_color.1.saturating_add(overlay.1); frame[frame_idx + 2] = target_color.2.saturating_add(overlay.2); frame[frame_idx + 3] = target_color.3.saturating_add(overlay.3); } } }