11 KiB
Zoom/Pan Camera Implementation Plan
For Claude: REQUIRED SUB-SKILL: Use superpowers:executing-plans to implement this plan task-by-task.
Goal: Add viewport zoom (scroll wheel toward cursor) and pan (any mouse drag when zoomed) to observe the simulation up close.
Architecture: Camera state (zoom, pan) lives in sandbox_main.zig. Passed to shader as uniforms. All rendering paths use the same camera state, but only SSBO path gets shader-based zoom (others would need separate work).
Tech Stack: Zig, raylib, GLSL 430
Task 1: Add camera state and shader uniforms
Files:
- Modify:
src/sandbox_main.zig:266(add state aftervar paused) - Modify:
src/ssbo_renderer.zig:20-21(add uniform locations to struct) - Modify:
src/ssbo_renderer.zig:54-62(get uniform locations in init) - Modify:
src/ssbo_renderer.zig:154-156(pass uniforms in render)
Step 1: Add camera state to sandbox_main.zig
After line 266 (var paused = false;), add:
// camera state for zoom/pan
var zoom: f32 = 1.0;
var pan = @Vector(2, f32){ 0, 0 };
Step 2: Add uniform locations to SsboRenderer struct
In src/ssbo_renderer.zig, add to struct fields after line 21 (circle_texture_loc):
zoom_loc: i32,
pan_loc: i32,
Step 3: Get uniform locations in init
After line 55 (const circle_texture_loc = ...), add:
const zoom_loc = rl.gl.rlGetLocationUniform(shader_id, "zoom");
const pan_loc = rl.gl.rlGetLocationUniform(shader_id, "pan");
Step 4: Add fields to return struct
In the return statement (around line 112), add:
.zoom_loc = zoom_loc,
.pan_loc = pan_loc,
Step 5: Pass uniforms in render method
Change render signature to accept zoom/pan:
pub fn render(self: *SsboRenderer, entities: *const sandbox.Entities, zoom: f32, pan: @Vector(2, f32)) void {
After line 156 (setting screenSize uniform), add:
// set zoom uniform
rl.gl.rlSetUniform(self.zoom_loc, &zoom, @intFromEnum(rl.gl.rlShaderUniformDataType.rl_shader_uniform_float), 1);
// set pan uniform
const pan_arr = [2]f32{ pan[0], pan[1] };
rl.gl.rlSetUniform(self.pan_loc, &pan_arr, @intFromEnum(rl.gl.rlShaderUniformDataType.rl_shader_uniform_vec2), 1);
Step 6: Update render call in sandbox_main.zig
Change line 336 from:
ssbo_renderer.?.render(&entities);
To:
ssbo_renderer.?.render(&entities, zoom, pan);
Step 7: Build and verify compiles
Run: zig build
Expected: Compiles with no errors (shader won't use uniforms yet, but that's fine)
Task 2: Update vertex shader for zoom/pan
Files:
- Modify:
src/shaders/entity.vert
Step 1: Add uniforms
After line 19 (uniform vec2 screenSize;), add:
uniform float zoom;
uniform vec2 pan;
Step 2: Update NDC calculation
Replace lines 29-31:
// convert entity position to NDC
// entity coords are in screen pixels, convert to [-1, 1]
float ndcX = (e.x / screenSize.x) * 2.0 - 1.0;
float ndcY = (e.y / screenSize.y) * 2.0 - 1.0;
With:
// apply pan offset and zoom to convert to NDC
// pan is in screen pixels, zoom scales the view
float ndcX = ((e.x - pan.x) * zoom / screenSize.x) * 2.0 - 1.0;
float ndcY = ((e.y - pan.y) * zoom / screenSize.y) * 2.0 - 1.0;
Step 3: Scale quad size by zoom
Replace line 34:
float quadSizeNdc = 16.0 / screenSize.x;
With:
float quadSizeNdc = (16.0 * zoom) / screenSize.x;
Step 4: Build and test
Run: zig build && ./zig-out/bin/lofivor
Expected: Renders exactly as before (zoom=1.0, pan=0,0 should be identical to old behavior)
Task 3: Add zoom input handling
Files:
- Modify:
src/sandbox_main.zig(handleInput function and main loop)
Step 1: Add zoom constants
After line 32 (BENCH_EXIT_SUSTAIN), add:
// zoom settings
const ZOOM_MIN: f32 = 1.0;
const ZOOM_MAX: f32 = 10.0;
const ZOOM_SPEED: f32 = 0.1; // multiplier per scroll tick
Step 2: Create handleCamera function
After the handleInput function (around line 458), add:
fn handleCamera(zoom: *f32, pan: *@Vector(2, f32)) void {
const wheel = rl.getMouseWheelMove();
if (wheel != 0) {
const mouse_pos = rl.getMousePosition();
const old_zoom = zoom.*;
// calculate new zoom
const zoom_factor = if (wheel > 0) (1.0 + ZOOM_SPEED) else (1.0 / (1.0 + ZOOM_SPEED));
var new_zoom = old_zoom * zoom_factor;
new_zoom = std.math.clamp(new_zoom, ZOOM_MIN, ZOOM_MAX);
if (new_zoom != old_zoom) {
// zoom toward mouse cursor:
// keep the world point under the cursor stationary
// world_pos = (screen_pos / old_zoom) + old_pan
// new_pan = world_pos - (screen_pos / new_zoom)
const world_x = (mouse_pos.x / old_zoom) + pan.*[0];
const world_y = (mouse_pos.y / old_zoom) + pan.*[1];
pan.*[0] = world_x - (mouse_pos.x / new_zoom);
pan.*[1] = world_y - (mouse_pos.y / new_zoom);
zoom.* = new_zoom;
// clamp pan to bounds
clampPan(pan, zoom.*);
}
}
// reset on Esc or Space (Space also toggles pause in handleInput)
if (rl.isKeyPressed(.escape)) {
zoom.* = 1.0;
pan.* = @Vector(2, f32){ 0, 0 };
}
}
fn clampPan(pan: *@Vector(2, f32), zoom: f32) void {
// when zoomed in, limit pan so viewport stays in simulation bounds
// visible area = screen_size / zoom
// max pan = world_size - visible_area
const screen_w: f32 = @floatFromInt(SCREEN_WIDTH);
const screen_h: f32 = @floatFromInt(SCREEN_HEIGHT);
const visible_w = screen_w / zoom;
const visible_h = screen_h / zoom;
const max_pan_x = @max(0, screen_w - visible_w);
const max_pan_y = @max(0, screen_h - visible_h);
pan.*[0] = std.math.clamp(pan.*[0], 0, max_pan_x);
pan.*[1] = std.math.clamp(pan.*[1], 0, max_pan_y);
}
Step 3: Call handleCamera in main loop
In the main loop, after the handleInput call (line 318), add:
handleCamera(&zoom, &pan);
Step 4: Also reset zoom when Space is pressed
In handleInput, modify the space key handler (around line 450):
// pause: space (also resets zoom in handleCamera context)
if (rl.isKeyPressed(.space)) {
paused.* = !paused.*;
}
Actually, handleInput doesn't have access to zoom/pan. We need to either:
- Pass zoom/pan to handleInput
- Handle space reset in handleCamera
Let's handle it in handleCamera. Add after the escape check:
// Space also resets zoom (pause is handled separately in handleInput)
if (rl.isKeyPressed(.space)) {
zoom.* = 1.0;
pan.* = @Vector(2, f32){ 0, 0 };
}
Step 5: Build and test zoom
Run: zig build && ./zig-out/bin/lofivor
Test:
- Scroll up - entities should get bigger (zoom in toward cursor)
- Scroll down - entities get smaller (but not below 1x)
- Press Esc or Space - resets to default view
Task 4: Add pan input handling
Files:
- Modify:
src/sandbox_main.zig(handleCamera function)
Step 1: Add pan logic to handleCamera
Add this after the zoom handling, before the reset checks:
// pan with any mouse button drag (only when zoomed in)
if (zoom.* > 1.0) {
const any_button = rl.isMouseButtonDown(.left) or
rl.isMouseButtonDown(.right) or
rl.isMouseButtonDown(.middle);
if (any_button) {
const delta = rl.getMouseDelta();
// pan in opposite direction of drag (drag right = view moves left = pan increases)
pan.*[0] -= delta.x / zoom.*;
pan.*[1] -= delta.y / zoom.*;
clampPan(pan, zoom.*);
}
}
Step 2: Build and test pan
Run: zig build && ./zig-out/bin/lofivor
Test:
- Scroll to zoom in past 1x
- Click and drag with any mouse button - viewport should pan
- Try to pan past edges - should be bounded
- At 1x zoom, dragging should do nothing
Task 5: Add zoom display to UI
Files:
- Modify:
src/ui.zig:34(drawMetrics signature) - Modify:
src/ui.zig:71-72(add zoom line after render) - Modify:
src/sandbox_main.zig:387(pass zoom to drawMetrics)
Step 1: Update drawMetrics signature
Change line 34:
pub fn drawMetrics(entities: *const sandbox.Entities, update_us: i64, render_us: i64, paused: bool, font: rl.Font) void {
To:
pub fn drawMetrics(entities: *const sandbox.Entities, update_us: i64, render_us: i64, paused: bool, zoom: f32, font: rl.Font) void {
Step 2: Increase box height for zoom line
Change line 50:
const bg_height: i32 = if (paused) 130 else 100;
To:
const bg_height: i32 = if (paused) 150 else 120;
Step 3: Add zoom display after render line
After line 72 (render_text draw), add:
y += line_height;
// zoom level
const zoom_text = std.fmt.bufPrintZ(&buf, "zoom: {d:.1}x", .{zoom}) catch "?";
rl.drawTextEx(font, zoom_text, .{ .x = padding, .y = y }, font_size, 0, if (zoom > 1.0) highlight_color else text_color);
Step 4: Update call in sandbox_main.zig
Change line 387:
ui.drawMetrics(&entities, update_time_us, render_time_us, paused, ui_font);
To:
ui.drawMetrics(&entities, update_time_us, render_time_us, paused, zoom, ui_font);
Step 5: Build and test UI
Run: zig build && ./zig-out/bin/lofivor
Test:
- UI should show "zoom: 1.0x" in white
- Scroll to zoom - should update and turn yellow when > 1x
- Reset with Esc - back to white 1.0x
Task 6: Update controls legend
Files:
- Modify:
src/ui.zig:120-139(drawControls function)
Step 1: Update controls list and box height
Change line 121:
const ctrl_box_height: i32 = @intFromFloat(small_line_height * 5 + box_padding * 2);
To:
const ctrl_box_height: i32 = @intFromFloat(small_line_height * 7 + box_padding * 2);
Change the controls array (lines 127-133):
const controls = [_][]const u8{
"+/-: 10k entities",
"shift +/-: 50k",
"scroll: zoom",
"drag: pan (zoomed)",
"space: pause/reset",
"esc: reset zoom",
"tab: toggle ui",
};
Step 2: Build and final test
Run: zig build && ./zig-out/bin/lofivor
Full test:
- Scroll wheel zooms toward cursor (1x-10x)
- Any mouse drag pans when zoomed > 1x
- Pan is bounded to simulation area
- Esc resets zoom/pan
- Space toggles pause AND resets zoom/pan
- UI shows zoom level (yellow when zoomed)
- Controls legend shows new controls
Task 7: Commit
git add src/sandbox_main.zig src/ssbo_renderer.zig src/shaders/entity.vert src/ui.zig
git commit -m "feat: add zoom/pan camera
- scroll wheel zooms toward cursor (1x-10x range)
- any mouse button drag pans when zoomed
- pan bounded to simulation area
- esc/space resets to default view
- zoom level shown in metrics panel"