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Author: |
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Legend of Pocket Monsters - Chad Wolfe <https://opengameart.org/content/200-tileset-legend-of-pocket-monsters> |
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#include "HamsterGame.h" |
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|
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geom2d::rect<float>HamsterGame::SCREEN_FRAME{{96,0},{320,288}}; |
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HamsterGame::HamsterGame() |
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{ |
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sAppName = "Project Hamster"; |
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} |
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bool HamsterGame::OnUserCreate(){ |
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LoadAnimations(); |
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return true; |
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} |
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bool HamsterGame::OnUserUpdate(float fElapsedTime){ |
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DrawDecal({}, |
||||
gameWindow.FillRectDecal({},{150.f,150.f},WHITE); |
||||
return true; |
||||
} |
||||
|
||||
bool HamsterGame::OnUserDestroy(){ |
||||
|
||||
return true; |
||||
} |
||||
|
||||
|
||||
int main() |
||||
{ |
||||
HamsterGame game; |
||||
if(game.Construct(512, 288, 2, 2)) |
||||
game.Start(); |
||||
|
||||
return 0; |
||||
} |
||||
|
@ -0,0 +1,57 @@ |
||||
#pragma region License |
||||
/*
|
||||
License (OLC-3) |
||||
~~~~~~~~~~~~~~~ |
||||
|
||||
Copyright 2024 Joshua Sigona <sigonasr2@gmail.com> |
||||
|
||||
Redistribution and use in source and binary forms, with or without modification, |
||||
are permitted provided that the following conditions are met: |
||||
|
||||
1. Redistributions or derivations of source code must retain the above copyright |
||||
notice, this list of conditions and the following disclaimer. |
||||
|
||||
2. Redistributions or derivative works in binary form must reproduce the above |
||||
copyright notice. This list of conditions and the following disclaimer must be |
||||
reproduced in the documentation and/or other materials provided with the distribution. |
||||
|
||||
3. Neither the name of the copyright holder nor the names of its contributors may |
||||
be used to endorse or promote products derived from this software without specific |
||||
prior written permission. |
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY |
||||
EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES |
||||
OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT |
||||
SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, |
||||
INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED |
||||
TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR |
||||
BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN |
||||
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN |
||||
ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF |
||||
SUCH DAMAGE. |
||||
|
||||
Portions of this software are copyright © 2024 The FreeType |
||||
Project (www.freetype.org). Please see LICENSE_FT.txt for more information. |
||||
All rights reserved. |
||||
*/ |
||||
#pragma endregion |
||||
#pragma once |
||||
#include <unordered_map> |
||||
#include "olcUTIL_Geometry2D.h" |
||||
#include "olcUTIL_Animate2D.h" |
||||
#include "olcPGEX_ViewPort.h" |
||||
|
||||
class HamsterGame : public olc::PixelGameEngine |
||||
{ |
||||
public: |
||||
HamsterGame(); |
||||
static geom2d::rect<float>SCREEN_FRAME; |
||||
static std::unordered_map<std::string,Animate2D::Animation<int>>ANIMATIONS; |
||||
const ViewPort gameWindow{{SCREEN_FRAME.pos,SCREEN_FRAME.pos+vf2d{0.f,SCREEN_FRAME.size.y},SCREEN_FRAME.pos+SCREEN_FRAME.size,SCREEN_FRAME.pos+vf2d{SCREEN_FRAME.size.x,0.f}},{96,0}}; |
||||
public: |
||||
bool OnUserCreate()override final; |
||||
bool OnUserUpdate(float fElapsedTime)override final; |
||||
bool OnUserDestroy()override final; |
||||
private: |
||||
void LoadAnimations(); |
||||
}; |
@ -0,0 +1,2 @@ |
||||
|
||||
olcPGEX_ViewPort - Submit a PR where the offset is subtracted instead of added to determine clip region cutoffs. |
@ -1,364 +0,0 @@ |
||||
#include "olcPixelGameEngine.h" |
||||
#include "olcPGEX_MiniAudio.h" |
||||
|
||||
|
||||
class OneLoneCoder_Asteroids : public olc::PixelGameEngine |
||||
{ |
||||
public: |
||||
OneLoneCoder_Asteroids() |
||||
{ |
||||
sAppName = "Asteroids"; |
||||
} |
||||
|
||||
private: |
||||
struct sSpaceObject |
||||
{ |
||||
int nSize; |
||||
float x; |
||||
float y; |
||||
float dx; |
||||
float dy; |
||||
float angle; |
||||
}; |
||||
|
||||
std::vector<sSpaceObject> vecAsteroids; |
||||
std::vector<sSpaceObject> vecBullets; |
||||
sSpaceObject player; |
||||
bool bDead = false; |
||||
int nScore = 0; |
||||
|
||||
std::vector<std::pair<float, float>> vecModelShip; |
||||
std::vector<std::pair<float, float>> vecModelAsteroid; |
||||
|
||||
std::map<std::string, olc::Renderable*> gfx; |
||||
std::map<std::string, int> sfx; |
||||
|
||||
olc::MiniAudio audio; |
||||
|
||||
public: |
||||
|
||||
bool OnUserCreate() override |
||||
{ |
||||
auto loadGraphic = [&](const std::string& key, const std::string& filepath) |
||||
{ |
||||
olc::Renderable* renderable = new olc::Renderable(); |
||||
renderable->Load(filepath); |
||||
gfx[key] = renderable; |
||||
}; |
||||
|
||||
auto loadSound = [&](const std::string& key, const std::string& filepath) |
||||
{ |
||||
sfx[key] = audio.LoadSound(filepath); |
||||
}; |
||||
|
||||
loadGraphic("background", "assets/gfx/space.png"); |
||||
|
||||
loadSound("bg-music", "assets/sounds/bg-music.wav"); |
||||
loadSound("laser", "assets/sounds/Laser_Shoot11.wav"); |
||||
loadSound("explosion", "assets/sounds/Explosions1.wav"); |
||||
loadSound("lose", "assets/sounds/lose9.wav"); |
||||
loadSound("thruster", "assets/sounds/thruster.wav"); |
||||
|
||||
vecModelShip =
|
||||
{ |
||||
{ 0.0f, -5.0f}, |
||||
{-2.5f, +2.5f}, |
||||
{+2.5f, +2.5f} |
||||
}; // A simple Isoceles Triangle
|
||||
|
||||
// Create a "jagged" circle for the asteroid. It's important it remains
|
||||
// mostly circular, as we do a simple collision check against a perfect
|
||||
// circle.
|
||||
int verts = 20; |
||||
for (int i = 0; i < verts; i++) |
||||
{ |
||||
float noise = (float)rand() / (float)RAND_MAX * 0.4f + 0.8f; |
||||
vecModelAsteroid.push_back(std::make_pair(noise * sinf(((float)i / (float)verts) * 6.28318f),
|
||||
noise * cosf(((float)i / (float)verts) * 6.28318f))); |
||||
} |
||||
|
||||
backgroundLayer = CreateLayer(); |
||||
EnableLayer(backgroundLayer, true); |
||||
|
||||
SetDrawTarget(backgroundLayer); |
||||
DrawSprite(0,0, gfx.at("background")->Sprite()); |
||||
SetDrawTarget(nullptr); |
||||
|
||||
ResetGame(); |
||||
audio.Play(sfx.at("bg-music"), true); |
||||
|
||||
return true; |
||||
} |
||||
|
||||
bool OnUserDestroy() override |
||||
{ |
||||
for(auto it = gfx.begin(); it != gfx.end(); ++it) |
||||
{ |
||||
delete it->second; |
||||
} |
||||
|
||||
return true; |
||||
} |
||||
|
||||
|
||||
int backgroundLayer = -1; |
||||
|
||||
void ResetGame() |
||||
{ |
||||
// Initialise Player Position
|
||||
player.x = ScreenWidth() / 2.0f; |
||||
player.y = ScreenHeight() / 2.0f; |
||||
player.dx = 0.0f; |
||||
player.dy = 0.0f; |
||||
player.angle = 0.0f; |
||||
|
||||
vecBullets.clear(); |
||||
vecAsteroids.clear(); |
||||
|
||||
// Put in two asteroids
|
||||
vecAsteroids.push_back({ (int)16, player.x - 80.0f, player.y, 10.0f, 40.0f, 0.0f }); |
||||
vecAsteroids.push_back({ (int)16, player.x + 80.0f, player.y, -10.0f, -40.0f, 0.0f }); |
||||
|
||||
// Reset game
|
||||
bDead = false; |
||||
nScore = false; |
||||
} |
||||
|
||||
// Implements "wrap around" for various in-game sytems
|
||||
void WrapCoordinates(float ix, float iy, float &ox, float &oy) |
||||
{ |
||||
ox = ix; |
||||
oy = iy; |
||||
if (ix < 0.0f) ox = ix + (float)ScreenWidth(); |
||||
if (ix >= (float)ScreenWidth()) ox = ix - (float)ScreenWidth(); |
||||
if (iy < 0.0f) oy = iy + (float)ScreenHeight(); |
||||
if (iy >= (float)ScreenHeight()) oy = iy - (float)ScreenHeight(); |
||||
} |
||||
|
||||
// Overriden to handle toroidal drawing routines
|
||||
bool Draw(int x, int y, olc::Pixel col = olc::WHITE) override |
||||
{ |
||||
float fx, fy; |
||||
WrapCoordinates(x, y, fx, fy);
|
||||
return olc::PixelGameEngine::Draw(fx, fy, col); |
||||
} |
||||
|
||||
bool IsPointInsideCircle(float cx, float cy, float radius, float x, float y) |
||||
{ |
||||
return sqrt((x-cx)*(x-cx) + (y-cy)*(y-cy)) < radius; |
||||
} |
||||
|
||||
// Called by olcConsoleGameEngine
|
||||
bool OnUserUpdate(float fElapsedTime) override |
||||
{ |
||||
if (bDead) |
||||
ResetGame(); |
||||
|
||||
// Clear Screen
|
||||
Clear(olc::BLANK); |
||||
|
||||
// Steer Ship
|
||||
if (GetKey(olc::LEFT).bHeld) |
||||
player.angle -= 5.0f * fElapsedTime; |
||||
if (GetKey(olc::RIGHT).bHeld) |
||||
player.angle += 5.0f * fElapsedTime; |
||||
|
||||
// Thrust? Apply ACCELERATION
|
||||
if (GetKey(olc::UP).bHeld) |
||||
{ |
||||
// ACCELERATION changes VELOCITY (with respect to time)
|
||||
player.dx += sin(player.angle) * 20.0f * fElapsedTime; |
||||
player.dy += -cos(player.angle) * 20.0f * fElapsedTime; |
||||
} |
||||
|
||||
if(GetKey(olc::UP).bPressed) |
||||
audio.Play(sfx.at("thruster"), true); |
||||
|
||||
if(GetKey(olc::UP).bReleased) |
||||
audio.Stop(sfx.at("thruster")); |
||||
|
||||
// VELOCITY changes POSITION (with respect to time)
|
||||
player.x += player.dx * fElapsedTime; |
||||
player.y += player.dy * fElapsedTime; |
||||
|
||||
// Keep ship in gamespace
|
||||
WrapCoordinates(player.x, player.y, player.x, player.y); |
||||
|
||||
// Check ship collision with asteroids
|
||||
for (auto &a : vecAsteroids) |
||||
if (IsPointInsideCircle(a.x, a.y, a.nSize, player.x, player.y)) |
||||
{ |
||||
bDead = true; // Uh oh...
|
||||
audio.Play(sfx.at("lose")); |
||||
} |
||||
|
||||
|
||||
// Fire Bullet in direction of player
|
||||
if (GetKey(olc::SPACE).bReleased) |
||||
{ |
||||
vecBullets.push_back({ 0, player.x, player.y, 150.0f * sinf(player.angle), -150.0f * cosf(player.angle), 100.0f }); |
||||
audio.Play(sfx.at("laser")); |
||||
} |
||||
|
||||
|
||||
// Update and draw asteroids
|
||||
for (auto &a : vecAsteroids) |
||||
{ |
||||
// VELOCITY changes POSITION (with respect to time)
|
||||
a.x += a.dx * fElapsedTime; |
||||
a.y += a.dy * fElapsedTime; |
||||
a.angle += 0.5f * fElapsedTime; // Add swanky rotation :)
|
||||
|
||||
// Asteroid coordinates are kept in game space (toroidal mapping)
|
||||
WrapCoordinates(a.x, a.y, a.x, a.y); |
||||
|
||||
// Draw Asteroids
|
||||
DrawWireFrameModel(vecModelAsteroid, a.x, a.y, a.angle, (float)a.nSize, olc::YELLOW);
|
||||
} |
||||
|
||||
// Any new asteroids created after collision detection are stored
|
||||
// in a temporary vector, so we don't interfere with the asteroids
|
||||
// vector iterator in the for(auto)
|
||||
std::vector<sSpaceObject> newAsteroids; |
||||
|
||||
// Update Bullets
|
||||
for (auto &b : vecBullets) |
||||
{ |
||||
b.x += b.dx * fElapsedTime; |
||||
b.y += b.dy * fElapsedTime; |
||||
WrapCoordinates(b.x, b.y, b.x, b.y); |
||||
b.angle -= 1.0f * fElapsedTime; |
||||
|
||||
// Check collision with asteroids
|
||||
for (auto &a : vecAsteroids) |
||||
{ |
||||
//if (IsPointInsideRectangle(a.x, a.y, a.x + a.nSize, a.y + a.nSize, b.x, b.y))
|
||||
if(IsPointInsideCircle(a.x, a.y, a.nSize, b.x, b.y)) |
||||
{ |
||||
// Asteroid Hit - Remove bullet
|
||||
// We've already updated the bullets, so force bullet to be offscreen
|
||||
// so it is cleaned up by the removal algorithm.
|
||||
b.x = -100; |
||||
|
||||
// Create child asteroids
|
||||
if (a.nSize > 4) |
||||
{ |
||||
float angle1 = ((float)rand() / (float)RAND_MAX) * 6.283185f; |
||||
float angle2 = ((float)rand() / (float)RAND_MAX) * 6.283185f; |
||||
newAsteroids.push_back({ (int)a.nSize >> 1 ,a.x, a.y, 30.0f * sinf(angle1), 30.0f * cosf(angle1), 0.0f }); |
||||
newAsteroids.push_back({ (int)a.nSize >> 1 ,a.x, a.y, 30.0f * sinf(angle2), 30.0f * cosf(angle2), 0.0f }); |
||||
} |
||||
|
||||
// Remove asteroid - Same approach as bullets
|
||||
a.x = -100; |
||||
nScore += 100; // Small score increase for hitting asteroid
|
||||
audio.Play(sfx.at("explosion")); |
||||
} |
||||
} |
||||
} |
||||
|
||||
// Append new asteroids to existing vector
|
||||
for(auto a:newAsteroids) |
||||
vecAsteroids.push_back(a); |
||||
|
||||
// Clear up dead objects - They are out of game space
|
||||
|
||||
// Remove asteroids that have been blown up
|
||||
if (vecAsteroids.size() > 0) |
||||
{ |
||||
auto i = remove_if(vecAsteroids.begin(), vecAsteroids.end(), [&](sSpaceObject o) { return (o.x < 0); }); |
||||
if (i != vecAsteroids.end()) |
||||
vecAsteroids.erase(i); |
||||
} |
||||
|
||||
if (vecAsteroids.empty()) // If no asteroids, level complete! :) - you win MORE asteroids!
|
||||
{ |
||||
// Level Clear
|
||||
nScore += 1000; // Large score for level progression
|
||||
vecAsteroids.clear(); |
||||
vecBullets.clear(); |
||||
|
||||
// Add two new asteroids, but in a place where the player is not, we'll simply
|
||||
// add them 90 degrees left and right to the player, their coordinates will
|
||||
// be wrapped by th enext asteroid update
|
||||
vecAsteroids.push_back({ (int)16, 80.0f * sinf(player.angle - 3.14159f/2.0f) + player.x, |
||||
80.0f * cosf(player.angle - 3.14159f/2.0f) + player.y, |
||||
60.0f * sinf(player.angle), 60.0f*cosf(player.angle), 0.0f }); |
||||
|
||||
vecAsteroids.push_back({ (int)16, 80.0f * sinf(player.angle + 3.14159f/2.0f) + player.x, |
||||
80.0f * cosf(player.angle + 3.14159f/2.0f) + player.y, |
||||
60.0f * sinf(-player.angle), 60.0f*cosf(-player.angle), 0.0f }); |
||||
} |
||||
|
||||
// Remove bullets that have gone off screen
|
||||
if (vecBullets.size() > 0) |
||||
{ |
||||
auto i = remove_if(vecBullets.begin(), vecBullets.end(), [&](sSpaceObject o) { return (o.x < 1 || o.y < 1 || o.x >= ScreenWidth() - 1 || o.y >= ScreenHeight() - 1); }); |
||||
if (i != vecBullets.end()) |
||||
vecBullets.erase(i); |
||||
} |
||||
|
||||
// Draw Bullets
|
||||
for (auto b : vecBullets) |
||||
Draw(b.x, b.y); |
||||
|
||||
// Draw Ship
|
||||
DrawWireFrameModel(vecModelShip, player.x, player.y, player.angle); |
||||
|
||||
// Draw Score
|
||||
DrawString(2, 2, "SCORE: " + std::to_string(nScore)); |
||||
|
||||
return !GetKey(olc::ESCAPE).bPressed; |
||||
} |
||||
|
||||
void DrawWireFrameModel(const std::vector<std::pair<float, float>> &vecModelCoordinates, float x, float y, float r = 0.0f, float s = 1.0f, olc::Pixel col = olc::WHITE) |
||||
{ |
||||
// pair.first = x coordinate
|
||||
// pair.second = y coordinate
|
||||
|
||||
// Create translated model vector of coordinate pairs
|
||||
std::vector<std::pair<float, float>> vecTransformedCoordinates; |
||||
int verts = vecModelCoordinates.size(); |
||||
vecTransformedCoordinates.resize(verts); |
||||
|
||||
// Rotate
|
||||
for (int i = 0; i < verts; i++) |
||||
{ |
||||
vecTransformedCoordinates[i].first = vecModelCoordinates[i].first * cosf(r) - vecModelCoordinates[i].second * sinf(r); |
||||
vecTransformedCoordinates[i].second = vecModelCoordinates[i].first * sinf(r) + vecModelCoordinates[i].second * cosf(r); |
||||
} |
||||
|
||||
// Scale
|
||||
for (int i = 0; i < verts; i++) |
||||
{ |
||||
vecTransformedCoordinates[i].first = vecTransformedCoordinates[i].first * s; |
||||
vecTransformedCoordinates[i].second = vecTransformedCoordinates[i].second * s; |
||||
} |
||||
|
||||
// Translate
|
||||
for (int i = 0; i < verts; i++) |
||||
{ |
||||
vecTransformedCoordinates[i].first = vecTransformedCoordinates[i].first + x; |
||||
vecTransformedCoordinates[i].second = vecTransformedCoordinates[i].second + y; |
||||
} |
||||
|
||||
// Draw Closed Polygon
|
||||
for (int i = 0; i < verts + 1; i++) |
||||
{ |
||||
int j = (i + 1); |
||||
DrawLine(vecTransformedCoordinates[i % verts].first, vecTransformedCoordinates[i % verts].second,
|
||||
vecTransformedCoordinates[j % verts].first, vecTransformedCoordinates[j % verts].second, col); |
||||
} |
||||
} |
||||
}; |
||||
|
||||
|
||||
int main() |
||||
{ |
||||
OneLoneCoder_Asteroids game; |
||||
if(game.Construct(320, 180, 4, 4)) |
||||
game.Start(); |
||||
|
||||
return 0; |
||||
} |
||||
|
@ -0,0 +1,722 @@ |
||||
#pragma once |
||||
|
||||
#include "olcPixelGameEngine.h" |
||||
|
||||
#include <algorithm> |
||||
#include <array> |
||||
#include <cmath> |
||||
#include <cstdint> |
||||
#include <iostream> |
||||
#include <vector> |
||||
|
||||
// Declarations
|
||||
namespace olc { |
||||
class ViewPort : public olc::PGEX { |
||||
public: |
||||
ViewPort(); |
||||
//Define a set of vertices to construct this viewport with. Winding order is counter-clockwise.
|
||||
ViewPort(std::vector<vf2d> vertices, vf2d offset = {0, 0}); |
||||
virtual ~ViewPort(); |
||||
void addPoint(vf2d point); |
||||
void clear(); |
||||
void drawEdges(); |
||||
void setOffset(vf2d offset); |
||||
|
||||
static ViewPort rectViewPort(vf2d topLeft, |
||||
vf2d size, |
||||
olc::vf2d offset = {0, 0}); |
||||
|
||||
void DrawDecal(const olc::vf2d &pos, |
||||
olc::Decal *decal, |
||||
const olc::vf2d &scale = {1.0f, 1.0f}, |
||||
const olc::Pixel &tint = olc::WHITE) const; |
||||
void DrawPartialDecal(const olc::vf2d &pos, |
||||
olc::Decal *decal, |
||||
const olc::vf2d &source_pos, |
||||
const olc::vf2d &source_size, |
||||
const olc::vf2d &scale = {1.0f, 1.0f}, |
||||
const olc::Pixel &tint = olc::WHITE) const; |
||||
void DrawPartialDecal(const vf2d &pos, |
||||
const vf2d &size, |
||||
Decal *decal, |
||||
const vf2d source_pos, |
||||
const vf2d &source_size, |
||||
const Pixel &tint = olc::WHITE) const; |
||||
void DrawExplicitDecal(olc::Decal *decal, |
||||
const olc::vf2d *pos, |
||||
const olc::vf2d *uv, |
||||
const olc::Pixel *col, |
||||
uint32_t elements = 4) const; |
||||
void DrawWarpedDecal(Decal *decal, |
||||
const vf2d (&pos)[4], |
||||
const Pixel &tint = WHITE) const; |
||||
void DrawWarpedDecal(Decal *decal, |
||||
const vf2d *pos, |
||||
const Pixel &tint = WHITE) const; |
||||
void DrawWarpedDecal(Decal *decal, |
||||
const std::array<vf2d, 4> &pos, |
||||
const Pixel &tint = WHITE) const; |
||||
void DrawPartialWarpedDecal(Decal *decal, |
||||
const vf2d (&pos)[4], |
||||
const vf2d &source_pos, |
||||
const vf2d &source_size, |
||||
const Pixel &tint = WHITE) const; |
||||
void DrawPartialWarpedDecal(Decal *decal, |
||||
const vf2d *pos, |
||||
const vf2d &source_pos, |
||||
const vf2d &source_size, |
||||
const Pixel &tint = WHITE) const; |
||||
void DrawPartialWarpedDecal(Decal *decal, |
||||
const std::array<vf2d, 4> &pos, |
||||
const vf2d &source_pos, |
||||
const vf2d &source_size, |
||||
const Pixel &tint = WHITE) const; |
||||
void DrawRotatedDecal(const vf2d &pos, |
||||
Decal *decal, |
||||
const float fAngle, |
||||
const vf2d ¢er = {0.0f, 0.0f}, |
||||
const vf2d &scale = {1.0f, 1.0f}, |
||||
const Pixel &tint = WHITE) const; |
||||
void DrawPartialRotatedDecal(const vf2d &pos, |
||||
Decal *decal, |
||||
const float fAngle, |
||||
const vf2d ¢er, |
||||
const vf2d &source_pos, |
||||
const vf2d &source_size, |
||||
const vf2d &scale = {1.0f, 1.0f}, |
||||
const Pixel &tint = WHITE) const; |
||||
void DrawRectDecal(const vf2d &pos, |
||||
const vf2d &size, |
||||
const Pixel col = WHITE) const; |
||||
void FillRectDecal(const vf2d &pos, |
||||
const vf2d &size, |
||||
const Pixel col = WHITE) const; |
||||
void GradientFillRectDecal(const vf2d &pos, |
||||
const vf2d &size, |
||||
const Pixel colTL, |
||||
const Pixel colBL, |
||||
const Pixel colBR, |
||||
const Pixel colTR) const; |
||||
void DrawPolygonDecal(Decal *decal, |
||||
const std::vector<vf2d> &pos, |
||||
const std::vector<vf2d> &uv, |
||||
const Pixel tint = WHITE) const; |
||||
void DrawPolygonDecal(Decal *decal, |
||||
const std::vector<vf2d> &pos, |
||||
const std::vector<float> &depth, |
||||
const std::vector<vf2d> &uv, |
||||
const Pixel tint = WHITE) const; |
||||
void DrawPolygonDecal(Decal *decal, |
||||
const std::vector<vf2d> &pos, |
||||
const std::vector<vf2d> &uv, |
||||
const std::vector<Pixel> &tint) const; |
||||
void DrawLineDecal(const vf2d &pos1, |
||||
const vf2d &pos2, |
||||
Pixel p = WHITE) const; |
||||
|
||||
private: |
||||
void drawClippedDecal(Decal *decal, |
||||
const vf2d *points, |
||||
const vf2d *uvs, |
||||
const Pixel *col, |
||||
uint32_t elements = 0) const; |
||||
void drawClippedPolygonDecal(Decal *decal, |
||||
const vf2d *points, |
||||
const vf2d *uvs, |
||||
const float *depth, |
||||
const Pixel tint, |
||||
uint32_t elements = 0) const; |
||||
|
||||
static bool ccw(vf2d A,vf2d B,vf2d C); |
||||
static bool intersect(vf2d A,vf2d B,vf2d C,vf2d D); |
||||
static float lineSegmentIntersect(vf2d lineA, |
||||
vf2d lineB, |
||||
vf2d segmentA, |
||||
vf2d segmentB); |
||||
static float directionFromLine(vf2d lineA, vf2d lineB, vf2d point); |
||||
|
||||
std::vector<vf2d> clipVertices; |
||||
olc::vf2d offset; |
||||
}; |
||||
} // namespace olc
|
||||
|
||||
// Definitions
|
||||
|
||||
#ifdef OLC_PGEX_VIEWPORT |
||||
#undef OLC_PGEX_VIEWPORT |
||||
|
||||
olc::ViewPort::ViewPort() { |
||||
} |
||||
olc::ViewPort::~ViewPort() { |
||||
} |
||||
|
||||
olc::ViewPort::ViewPort(std::vector<vf2d> vertices, olc::vf2d offset) |
||||
: clipVertices{vertices}, |
||||
offset{offset} { |
||||
} |
||||
|
||||
void olc::ViewPort::addPoint(vf2d point) { |
||||
clipVertices.push_back(point); |
||||
} |
||||
|
||||
void olc::ViewPort::clear() { |
||||
clipVertices.clear(); |
||||
} |
||||
|
||||
void olc::ViewPort::drawEdges() { |
||||
for (auto i = 0u; i < clipVertices.size(); i++) { |
||||
auto current = clipVertices[i] + offset; |
||||
auto next = clipVertices[(i + 1) % clipVertices.size()] + offset; |
||||
|
||||
pge->DrawLineDecal(current, next, olc::RED); |
||||
} |
||||
} |
||||
|
||||
void olc::ViewPort::setOffset(vf2d offset) { |
||||
this->offset = offset; |
||||
} |
||||
|
||||
olc::ViewPort |
||||
olc::ViewPort::rectViewPort(vf2d topLeft, vf2d size, olc::vf2d offset) { |
||||
return {{ |
||||
topLeft, |
||||
{topLeft.x, topLeft.y + size.y}, |
||||
topLeft + size, |
||||
{topLeft.x + size.x, topLeft.y}, |
||||
}, |
||||
offset}; |
||||
} |
||||
|
||||
void olc::ViewPort::DrawDecal(const olc::vf2d &pos, |
||||
olc::Decal *decal, |
||||
const olc::vf2d &scale, |
||||
const olc::Pixel &tint) const { |
||||
std::vector<olc::vf2d> points{ |
||||
pos, |
||||
{pos.x, pos.y + decal->sprite->height * scale.y}, |
||||
{pos.x + decal->sprite->width * scale.x, |
||||
pos.y + decal->sprite->height * scale.y}, |
||||
{pos.x + decal->sprite->width * scale.x, pos.y}, |
||||
}; |
||||
DrawWarpedDecal(decal, points.data(), tint); |
||||
} |
||||
|
||||
void olc::ViewPort::DrawPartialDecal(const olc::vf2d &pos, |
||||
olc::Decal *decal, |
||||
const olc::vf2d &source_pos, |
||||
const olc::vf2d &source_size, |
||||
const olc::vf2d &scale, |
||||
const olc::Pixel &tint) const { |
||||
DrawPartialDecal(pos, source_size * scale, decal, source_pos, source_size, tint); |
||||
} |
||||
|
||||
void olc::ViewPort::DrawPartialDecal(const vf2d &pos, |
||||
const vf2d &size, |
||||
Decal *decal, |
||||
const vf2d source_pos, |
||||
const vf2d &source_size, |
||||
const Pixel &tint) const { |
||||
std::vector<vf2d> points{ |
||||
pos, |
||||
{pos.x, pos.y + size.y}, |
||||
pos + size, |
||||
{pos.x + size.x, pos.y}, |
||||
}; |
||||
DrawPartialWarpedDecal(decal, points.data(), source_pos, source_size, tint); |
||||
} |
||||
|
||||
void olc::ViewPort::DrawExplicitDecal(olc::Decal *decal, |
||||
const olc::vf2d *pos, |
||||
const olc::vf2d *uv, |
||||
const olc::Pixel *col, |
||||
uint32_t elements) const { |
||||
drawClippedDecal(decal, pos, uv, col, elements); |
||||
} |
||||
|
||||
void olc::ViewPort::DrawWarpedDecal(Decal *decal, |
||||
const vf2d (&pos)[4], |
||||
const Pixel &tint) const { |
||||
DrawWarpedDecal(decal, (const vf2d *)pos, tint); |
||||
} |
||||
void olc::ViewPort::DrawWarpedDecal(Decal *decal, |
||||
const vf2d *pos, |
||||
const Pixel &tint) const { |
||||
std::vector<float> w{ 1, 1, 1, 1 }; |
||||
std::vector<olc::vf2d> newPos; |
||||
newPos.resize(4); |
||||
std::vector<vf2d> uvs{ |
||||
{0, 0}, |
||||
{0, 1}, |
||||
{1, 1}, |
||||
{1, 0}, |
||||
}; |
||||
std::vector<Pixel> cols{ |
||||
tint, |
||||
tint, |
||||
tint, |
||||
tint, |
||||
}; |
||||
|
||||
olc::vf2d vInvScreenSize={ 1.0f / pge->GetScreenSize().x, 1.0f / pge->GetScreenSize().y }; |
||||
|
||||
olc::vf2d center; |
||||
float rd = ((pos[2].x - pos[0].x) * (pos[3].y - pos[1].y) - (pos[3].x - pos[1].x) * (pos[2].y - pos[0].y)); |
||||
if (rd != 0) |
||||
{ |
||||
rd = 1.0f / rd; |
||||
float rn = ((pos[3].x - pos[1].x) * (pos[0].y - pos[1].y) - (pos[3].y - pos[1].y) * (pos[0].x - pos[1].x)) * rd; |
||||
float sn = ((pos[2].x - pos[0].x) * (pos[0].y - pos[1].y) - (pos[2].y - pos[0].y) * (pos[0].x - pos[1].x)) * rd; |
||||
if (!(rn < 0.f || rn > 1.f || sn < 0.f || sn > 1.f)) center = pos[0] + rn * (pos[2] - pos[0]); |
||||
float d[4]; for (int i = 0; i < 4; i++) d[i] = (pos[i] - center).mag(); |
||||
for (int i = 0; i < 4; i++) |
||||
{ |
||||
float q = d[i] == 0.0f ? 1.0f : (d[i] + d[(i + 2) & 3]) / d[(i + 2) & 3]; |
||||
uvs[i] *= q; w[i] *= q; |
||||
} |
||||
|
||||
drawClippedPolygonDecal(decal, pos, uvs.data(), w.data(), tint, 4); |
||||
} |
||||
} |
||||
void olc::ViewPort::DrawWarpedDecal(Decal *decal, |
||||
const std::array<vf2d, 4> &pos, |
||||
const Pixel &tint) const { |
||||
DrawWarpedDecal(decal, pos.data(), tint); |
||||
} |
||||
|
||||
void olc::ViewPort::DrawPartialWarpedDecal(Decal *decal, |
||||
const vf2d (&pos)[4], |
||||
const vf2d &source_pos, |
||||
const vf2d &source_size, |
||||
const Pixel &tint) const { |
||||
DrawPartialWarpedDecal(decal, |
||||
(const vf2d *)pos, |
||||
source_pos, |
||||
source_size, |
||||
tint); |
||||
} |
||||
|
||||
void olc::ViewPort::DrawPartialWarpedDecal(Decal *decal, |
||||
const vf2d *pos, |
||||
const vf2d &source_pos, |
||||
const vf2d &source_size, |
||||
const Pixel &tint) const { |
||||
olc::vf2d sourceUvPos = |
||||
source_pos |
||||
/ olc::vf2d{static_cast<float>(decal->sprite->width), |
||||
static_cast<float>(decal->sprite->height)}; |
||||
olc::vf2d sourceUvSize = |
||||
source_size |
||||
/ olc::vf2d{static_cast<float>(decal->sprite->width), |
||||
static_cast<float>(decal->sprite->height)}; |
||||
std::vector<vf2d> uvs{ |
||||
sourceUvPos, |
||||
{sourceUvPos.x, sourceUvPos.y + sourceUvSize.y}, |
||||
sourceUvPos + sourceUvSize, |
||||
{sourceUvPos.x + sourceUvSize.x, sourceUvPos.y}, |
||||
}; |
||||
std::vector<Pixel> cols{ |
||||
tint, |
||||
tint, |
||||
tint, |
||||
tint, |
||||
}; |
||||
|
||||
std::vector<float>ws{1,1,1,1}; |
||||
|
||||
olc::vf2d center; |
||||
float rd = ((pos[2].x - pos[0].x) * (pos[3].y - pos[1].y) - (pos[3].x - pos[1].x) * (pos[2].y - pos[0].y)); |
||||
if (rd != 0) |
||||
{ |
||||
rd = 1.0f / rd; |
||||
float rn = ((pos[3].x - pos[1].x) * (pos[0].y - pos[1].y) - (pos[3].y - pos[1].y) * (pos[0].x - pos[1].x)) * rd; |
||||
float sn = ((pos[2].x - pos[0].x) * (pos[0].y - pos[1].y) - (pos[2].y - pos[0].y) * (pos[0].x - pos[1].x)) * rd; |
||||
if (!(rn < 0.f || rn > 1.f || sn < 0.f || sn > 1.f)) center = pos[0] + rn * (pos[2] - pos[0]); |
||||
float d[4]; for (int i = 0; i < 4; i++) d[i] = (pos[i] - center).mag(); |
||||
for (int i = 0; i < 4; i++) |
||||
{ |
||||
float q = d[i] == 0.0f ? 1.0f : (d[i] + d[(i + 2) & 3]) / d[(i + 2) & 3]; |
||||
uvs[i] *= q; ws[i] *= q; |
||||
} |
||||
|
||||
drawClippedPolygonDecal(decal, pos, uvs.data(), ws.data(), tint, 4); |
||||
} |
||||
} |
||||
|
||||
void olc::ViewPort::DrawPartialWarpedDecal(Decal *decal, |
||||
const std::array<vf2d, 4> &pos, |
||||
const vf2d &source_pos, |
||||
const vf2d &source_size, |
||||
const Pixel &tint) const { |
||||
DrawPartialWarpedDecal(decal, pos.data(), source_pos, source_size, tint); |
||||
} |
||||
|
||||
void olc::ViewPort::DrawRotatedDecal(const vf2d &pos, |
||||
Decal *decal, |
||||
const float fAngle, |
||||
const vf2d ¢er, |
||||
const vf2d &scale, |
||||
const Pixel &tint) const { |
||||
auto sin = std::sin(fAngle); |
||||
auto cos = std::cos(fAngle); |
||||
|
||||
std::vector<vf2d> points{ |
||||
-center * scale, |
||||
olc::vf2d{-center.x, decal->sprite->height - center.y} * scale, |
||||
olc::vf2d{decal->sprite->width - center.x, |
||||
decal->sprite->height - center.y} |
||||
* scale, |
||||
olc::vf2d{decal->sprite->width - center.x, -center.y} * scale, |
||||
}; |
||||
|
||||
for (auto i = 0u; i < points.size(); i++) { |
||||
points[i] = pos |
||||
+ olc::vf2d{points[i].x * cos - points[i].y * sin, |
||||
points[i].x * sin + points[i].y * cos}; |
||||
} |
||||
|
||||
DrawWarpedDecal(decal, points.data(), tint); |
||||
} |
||||
|
||||
void olc::ViewPort::DrawPartialRotatedDecal(const vf2d &pos, |
||||
Decal *decal, |
||||
const float fAngle, |
||||
const vf2d ¢er, |
||||
const vf2d &source_pos, |
||||
const vf2d &source_size, |
||||
const vf2d &scale, |
||||
const Pixel &tint) const { |
||||
auto sin = std::sin(fAngle); |
||||
auto cos = std::cos(fAngle); |
||||
|
||||
std::vector<vf2d> points{ |
||||
-center * scale, |
||||
olc::vf2d{-center.x, source_size.y - center.y} * scale, |
||||
(source_size - center) * scale, |
||||
olc::vf2d{source_size.x - center.x, -center.y} * scale, |
||||
}; |
||||
|
||||
for (auto i = 0u; i < points.size(); i++) { |
||||
points[i] = pos |
||||
+ olc::vf2d{points[i].x * cos - points[i].y * sin, |
||||
points[i].x * sin + points[i].y * cos}; |
||||
} |
||||
|
||||
DrawPartialWarpedDecal(decal, points.data(), source_pos, source_size, tint); |
||||
} |
||||
|
||||
void olc::ViewPort::DrawRectDecal(const vf2d &pos, |
||||
const vf2d &size, |
||||
const Pixel col) const { |
||||
std::vector<vf2d> points{ |
||||
pos, |
||||
{pos.x, pos.y + size.y}, |
||||
pos + size, |
||||
{pos.x + size.x, pos.y}, |
||||
}; |
||||
|
||||
// Ideally we use the wireframe mode just like the PGE,
|
||||
// however we can't save the current decal mode which
|
||||
// can impact some applications so instead we draw 4
|
||||
// lines.
|
||||
|
||||
DrawLineDecal(points[0],points[1],col); |
||||
DrawLineDecal(points[1],points[2],col); |
||||
DrawLineDecal(points[2],points[3],col); |
||||
DrawLineDecal(points[3],points[0],col); |
||||
} |
||||
|
||||
void olc::ViewPort::FillRectDecal(const vf2d &pos, |
||||
const vf2d &size, |
||||
const Pixel col) const { |
||||
std::vector<vf2d> points{ |
||||
pos, |
||||
{pos.x, pos.y + size.y}, |
||||
pos + size, |
||||
{pos.x + size.x, pos.y}, |
||||
}; |
||||
std::vector<vf2d> uvs{ |
||||
{0, 0}, |
||||
{0, 1}, |
||||
{1, 1}, |
||||
{1, 0}, |
||||
}; |
||||
|
||||
DrawPolygonDecal(nullptr, points, uvs, col); |
||||
} |
||||
|
||||
void olc::ViewPort::GradientFillRectDecal(const vf2d &pos, |
||||
const vf2d &size, |
||||
const Pixel colTL, |
||||
const Pixel colBL, |
||||
const Pixel colBR, |
||||
const Pixel colTR) const { |
||||
std::vector<vf2d> points{ |
||||
pos, |
||||
{pos.x, pos.y + size.y}, |
||||
pos + size, |
||||
{pos.x + size.x, pos.y}, |
||||
}; |
||||
|
||||
std::vector<vf2d> uvs{ |
||||
{0, 0}, |
||||
{0, 1}, |
||||
{1, 1}, |
||||
{1, 0}, |
||||
}; |
||||
|
||||
std::vector<Pixel> colors{ |
||||
colTL, |
||||
colBL, |
||||
colBR, |
||||
colTR, |
||||
}; |
||||
|
||||
drawClippedDecal(nullptr, points.data(), uvs.data(), colors.data(), points.size()); |
||||
} |
||||
|
||||
void olc::ViewPort::DrawPolygonDecal(Decal *decal, |
||||
const std::vector<vf2d> &pos, |
||||
const std::vector<vf2d> &uv, |
||||
const Pixel tint) const { |
||||
std::vector<Pixel> colors; |
||||
colors.resize(pos.size()); |
||||
for (auto i = 0u; i < colors.size(); i++) { |
||||
colors[i] = tint; |
||||
} |
||||
|
||||
drawClippedDecal(decal, pos.data(), uv.data(), colors.data(), pos.size()); |
||||
} |
||||
|
||||
void olc::ViewPort::DrawPolygonDecal(Decal *decal, |
||||
const std::vector<vf2d> &pos, |
||||
const std::vector<float> &depth, |
||||
const std::vector<vf2d> &uv, |
||||
const Pixel tint) const { |
||||
drawClippedPolygonDecal(decal, pos.data(), uv.data(), depth.data(), tint, pos.size()); |
||||
} |
||||
|
||||
void olc::ViewPort::DrawPolygonDecal(Decal *decal, |
||||
const std::vector<vf2d> &pos, |
||||
const std::vector<vf2d> &uv, |
||||
const std::vector<Pixel> &tint) const { |
||||
drawClippedDecal(decal, pos.data(), uv.data(), tint.data(), pos.size()); |
||||
} |
||||
|
||||
void olc::ViewPort::DrawLineDecal(const vf2d &pos1, |
||||
const vf2d &pos2, |
||||
Pixel p) const { |
||||
vf2d posA = pos1 + offset; |
||||
vf2d posB = pos2 + offset; |
||||
|
||||
for (auto i = 0u; i < clipVertices.size(); i++) { |
||||
auto clipA = clipVertices[i] - offset; |
||||
auto clipB = clipVertices[(i + 1) % clipVertices.size()] - offset; |
||||
|
||||
auto intersection = lineSegmentIntersect(clipA, clipB, posA, posB); |
||||
if (intersection < 0 || intersection > 1) { |
||||
continue; |
||||
} |
||||
|
||||
auto clipDirection = directionFromLine(clipA, clipB, posA); |
||||
auto intersectionPoint = posA + (posB - posA) * intersection; |
||||
|
||||
if (clipDirection >= 0) { |
||||
posA = intersectionPoint; |
||||
} else { |
||||
posB = intersectionPoint; |
||||
} |
||||
} |
||||
|
||||
|
||||
// Inside check. Draw a ray to the edge of the screen and count the times
|
||||
// it intersects. When odd, we are inside a shape, when even we are outside
|
||||
// of it.
|
||||
|
||||
vf2d leftEdgeA = {0.f,posA.y}; |
||||
vf2d leftEdgeB = {0.f,posB.y}; |
||||
|
||||
int leftEdgeIntersectionsA = 0; |
||||
int leftEdgeIntersectionsB = 0; |
||||
for (auto i = 0u; i < clipVertices.size(); i++) { |
||||
auto clipA = clipVertices[i] - offset; |
||||
auto clipB = clipVertices[(i + 1) % clipVertices.size()] - offset; |
||||
auto leftEdgeIntersectA = intersect(clipA, clipB, leftEdgeA, posA); |
||||
auto leftEdgeIntersectB = intersect(clipA, clipB, leftEdgeB, posB); |
||||
|
||||
if (leftEdgeIntersectA) { |
||||
leftEdgeIntersectionsA++; |
||||
} |
||||
if (leftEdgeIntersectB) { |
||||
leftEdgeIntersectionsB++; |
||||
} |
||||
} |
||||
|
||||
// If we found an intersection, we are drawing this line.
|
||||
//
|
||||
// Otherwise, if either count is odd, one point is at
|
||||
// least inside the shape, so render it.
|
||||
if (leftEdgeIntersectionsA % 2 == 1 || leftEdgeIntersectionsB % 2 == 1) { |
||||
pge->DrawLineDecal(posA, posB, p); |
||||
} |
||||
} |
||||
|
||||
void olc::ViewPort::drawClippedDecal(Decal *decal, |
||||
const vf2d *points, |
||||
const vf2d *uvs, |
||||
const Pixel *col, |
||||
uint32_t elements) const { |
||||
std::vector<vf2d> outputList{points, points + elements}; |
||||
std::vector<vf2d> outputUvs{uvs, uvs + elements}; |
||||
std::vector<Pixel> outputCols{col, col + elements}; |
||||
|
||||
for (auto i = 0u; i < clipVertices.size(); i++) { |
||||
auto clipA = clipVertices[i] - offset; |
||||
auto clipB = clipVertices[(i + 1) % clipVertices.size()] - offset; |
||||
|
||||
auto inputList{outputList}; |
||||
auto inputUvs{outputUvs}; |
||||
auto inputCols{outputCols}; |
||||
outputList.clear(); |
||||
outputUvs.clear(); |
||||
outputCols.clear(); |
||||
|
||||
for (auto i = 0u; i < inputList.size(); i++) { |
||||
auto polygonA = inputList[i]; |
||||
auto polygonB = inputList[(i + 1) % inputList.size()]; |
||||
auto uvA = inputUvs[i]; |
||||
auto uvB = inputUvs[(i + 1) % inputList.size()]; |
||||
auto colA = inputCols[i]; |
||||
auto colB = inputCols[(i + 1) % inputList.size()]; |
||||
|
||||
auto intersection = |
||||
lineSegmentIntersect(clipA, clipB, polygonA, polygonB); |
||||
auto intersectionPoint = |
||||
polygonA + (polygonB - polygonA) * intersection; |
||||
auto intersectionUv = uvA + (uvB - uvA) * intersection; |
||||
auto intersectionCol = PixelLerp(colA, colB, intersection); |
||||
|
||||
float aDirection = directionFromLine(clipA, clipB, polygonA); |
||||
float bDirection = directionFromLine(clipA, clipB, polygonB); |
||||
|
||||
if (bDirection <= 0) { |
||||
if (aDirection > 0) { |
||||
outputList.push_back(intersectionPoint); |
||||
outputUvs.push_back(intersectionUv); |
||||
outputCols.push_back(intersectionCol); |
||||
} |
||||
outputList.push_back(polygonB); |
||||
outputUvs.push_back(uvB); |
||||
outputCols.push_back(colB); |
||||
} else if (aDirection <= 0) { |
||||
outputList.push_back(intersectionPoint); |
||||
outputUvs.push_back(intersectionUv); |
||||
outputCols.push_back(intersectionCol); |
||||
} |
||||
} |
||||
} |
||||
|
||||
if (outputList.size() == 0) { |
||||
return; |
||||
} |
||||
|
||||
for (auto &point : outputList) { |
||||
point += offset; |
||||
} |
||||
|
||||
pge->DrawExplicitDecal(decal, |
||||
outputList.data(), |
||||
outputUvs.data(), |
||||
outputCols.data(), |
||||
outputList.size()); |
||||
} |
||||
void olc::ViewPort::drawClippedPolygonDecal(Decal *decal, |
||||
const vf2d *points, |
||||
const vf2d *uvs, |
||||
const float *depth, |
||||
const Pixel tint, |
||||
uint32_t elements) const { |
||||
std::vector<vf2d> outputList{points, points + elements}; |
||||
std::vector<vf2d> outputUvs{uvs, uvs + elements}; |
||||
std::vector<float> outputDepths{depth, depth + elements}; |
||||
|
||||
for (auto i = 0u; i < clipVertices.size(); i++) { |
||||
auto clipA = clipVertices[i] + offset; |
||||
auto clipB = clipVertices[(i + 1) % clipVertices.size()] + offset; |
||||
|
||||
auto inputList{outputList}; |
||||
auto inputUvs{outputUvs}; |
||||
auto inputWs{outputDepths}; |
||||
outputList.clear(); |
||||
outputUvs.clear(); |
||||
outputDepths.clear(); |
||||
|
||||
for (auto i = 0u; i < inputList.size(); i++) { |
||||
auto polygonA = inputList[i]; |
||||
auto polygonB = inputList[(i + 1) % inputList.size()]; |
||||
auto uvA = inputUvs[i]; |
||||
auto uvB = inputUvs[(i + 1) % inputList.size()]; |
||||
auto Wa = inputWs[i]; |
||||
auto Wb = inputWs[(i + 1) % inputList.size()]; |
||||
|
||||
auto intersection = |
||||
lineSegmentIntersect(clipA, clipB, polygonA, polygonB); |
||||
auto intersectionPoint = |
||||
polygonA + (polygonB - polygonA) * intersection; |
||||
auto intersectionUv = uvA + (uvB - uvA) * intersection; |
||||
auto intersectionDepth = Wa + (Wb - Wa) * intersection; |
||||
|
||||
float aDirection = directionFromLine(clipA, clipB, polygonA); |
||||
float bDirection = directionFromLine(clipA, clipB, polygonB); |
||||
|
||||
if (bDirection <= 0) { |
||||
if (aDirection > 0) { |
||||
outputList.push_back(intersectionPoint); |
||||
outputUvs.push_back(intersectionUv); |
||||
outputDepths.push_back(intersectionDepth); |
||||
} |
||||
outputList.push_back(polygonB); |
||||
outputUvs.push_back(uvB); |
||||
outputDepths.push_back(Wb); |
||||
} else if (aDirection <= 0) { |
||||
outputList.push_back(intersectionPoint); |
||||
outputUvs.push_back(intersectionUv); |
||||
outputDepths.push_back(intersectionDepth); |
||||
} |
||||
} |
||||
} |
||||
|
||||
for (auto &point : outputList) { |
||||
point += offset; |
||||
} |
||||
|
||||
pge->DrawPolygonDecal(decal, |
||||
outputList, |
||||
outputDepths, |
||||
outputUvs, |
||||
tint); |
||||
} |
||||
|
||||
bool olc::ViewPort::ccw(vf2d A,vf2d B,vf2d C) { |
||||
return (C.y-A.y) * (B.x-A.x) > (B.y-A.y) * (C.x-A.x); |
||||
} |
||||
|
||||
bool olc::ViewPort::intersect(vf2d A,vf2d B,vf2d C,vf2d D) { |
||||
return ccw(A,C,D) != ccw(B,C,D) and ccw(A,B,C) != ccw(A,B,D); |
||||
} |
||||
|
||||
float olc::ViewPort::lineSegmentIntersect(vf2d lineA, |
||||
vf2d lineB, |
||||
vf2d segmentA, |
||||
vf2d segmentB) { |
||||
return ((lineA.x - segmentA.x) * (lineA.y - lineB.y) |
||||
- (lineA.y - segmentA.y) * (lineA.x - lineB.x)) |
||||
/ ((lineA.x - lineB.x) * (segmentA.y - segmentB.y) |
||||
- (lineA.y - lineB.y) * (segmentA.x - segmentB.x)); |
||||
} |
||||
|
||||
float olc::ViewPort::directionFromLine(vf2d lineA, vf2d lineB, vf2d point) { |
||||
return (lineB.x - lineA.x) * (point.y - lineA.y) |
||||
- (point.x - lineA.x) * (lineB.y - lineA.y); |
||||
} |
||||
|
||||
#endif |
@ -1,3 +1,5 @@ |
||||
#include "olcUTIL_Geometry2D.h" |
||||
#define OLC_PGE_APPLICATION |
||||
#include "olcPixelGameEngine.h" |
||||
|
||||
#define OLC_PGEX_VIEWPORT |
||||
#include "olcPGEX_ViewPort.h" |
||||
|
File diff suppressed because it is too large
Load Diff
@ -0,0 +1,221 @@ |
||||
/*
|
||||
OneLoneCoder - Animate2D v1.01 |
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
||||
Handles animated Sprites efficiently |
||||
|
||||
|
||||
License (OLC-3) |
||||
~~~~~~~~~~~~~~~ |
||||
|
||||
Copyright 2018 - 2024 OneLoneCoder.com |
||||
|
||||
Redistribution and use in source and binary forms, with or without |
||||
modification, are permitted provided that the following conditions |
||||
are met: |
||||
|
||||
1. Redistributions or derivations of source code must retain the above |
||||
copyright notice, this list of conditions and the following disclaimer. |
||||
|
||||
2. Redistributions or derivative works in binary form must reproduce |
||||
the above copyright notice. This list of conditions and the following |
||||
disclaimer must be reproduced in the documentation and/or other |
||||
materials provided with the distribution. |
||||
|
||||
3. Neither the name of the copyright holder nor the names of its |
||||
contributors may be used to endorse or promote products derived |
||||
from this software without specific prior written permission. |
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT |
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR |
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT |
||||
HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, |
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT |
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, |
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY |
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
||||
|
||||
Links |
||||
~~~~~ |
||||
YouTube: https://www.youtube.com/javidx9
|
||||
Discord: https://discord.gg/WhwHUMV
|
||||
Twitter: https://www.twitter.com/javidx9
|
||||
Twitch: https://www.twitch.tv/javidx9
|
||||
GitHub: https://www.github.com/onelonecoder
|
||||
Homepage: https://www.onelonecoder.com
|
||||
|
||||
Author |
||||
~~~~~~ |
||||
David Barr, aka javidx9, ©OneLoneCoder 2019, 2020, 2021, 2022, 2023, 2024 |
||||
|
||||
|
||||
Versions |
||||
~~~~~~~~ |
||||
1.01 +PingPong Style Animation |
||||
*/ |
||||
|
||||
#pragma once |
||||
|
||||
#include "olcPixelGameEngine.h" |
||||
#include "utilities/olcUTIL_Geometry2D.h" |
||||
#include <unordered_map> |
||||
|
||||
namespace olc::utils::Animate2D |
||||
{ |
||||
// This class rerpresents a valid "frame" of an animation. It could be from any image source, and
|
||||
// any location withing that image source. Once it's constructed, it's advised not to change it, as
|
||||
// this likely indicates a usage bug.
|
||||
//
|
||||
// "Sourceless" frames are valid too - this is useful if you have a particular animation set, but
|
||||
// want to apply it to a variety of sources, for example sprite maps with common layouts.
|
||||
class Frame |
||||
{ |
||||
public: |
||||
inline Frame(const olc::Renderable* gfxSource, const geom2d::rect<int32_t>& rectSource = { {0,0},{0,0} }) |
||||
: gfxImageSource(gfxSource), rectFrameSource(rectSource) |
||||
{ |
||||
// If no source rectangle specified then use whole image source. Ignore in the event
|
||||
// that a frame is set up as source-less
|
||||
if(gfxSource && rectFrameSource.size.x == 0) |
||||
rectFrameSource.size = gfxSource->Sprite()->Size(); |
||||
} |
||||
|
||||
inline const olc::Renderable* GetSourceImage() const |
||||
{ |
||||
return gfxImageSource; |
||||
} |
||||
|
||||
inline const geom2d::rect<int32_t>& GetSourceRect() const |
||||
{ |
||||
return rectFrameSource; |
||||
} |
||||
|
||||
private: |
||||
const olc::Renderable* gfxImageSource; |
||||
geom2d::rect<int32_t> rectFrameSource; |
||||
}; |
||||
|
||||
// Animation styles decide how the frames should be traversed in time
|
||||
enum class Style : uint8_t |
||||
{ |
||||
Repeat, // Cycle through, go back to beginning
|
||||
OneShot, // Play once and suspend on final frame
|
||||
PingPong, // Traverse through forwards, then backwards
|
||||
Reverse, // Cycle through sequence backwards
|
||||
}; |
||||
|
||||
class FrameSequence |
||||
{ |
||||
public: |
||||
// Constructs a sequence of frames with a duration and a traversal style
|
||||
inline FrameSequence(const float fFrameDuration = 0.1f, const Style nStyle = Style::Repeat) |
||||
{ |
||||
m_fFrameDuration = fFrameDuration; |
||||
m_fFrameRate = 1.0f / m_fFrameDuration; |
||||
m_nStyle = nStyle; |
||||
} |
||||
|
||||
// Adds a frame to this sequence
|
||||
inline void AddFrame(const Frame& frame) |
||||
{ |
||||
m_vFrames.emplace_back(frame); |
||||
} |
||||
|
||||
// Returns a Frame Object for a given time into an animation
|
||||
inline const Frame& GetFrame(const float fTime) const |
||||
{ |
||||
return m_vFrames[ConvertTimeToFrame(fTime)]; |
||||
} |
||||
|
||||
private: |
||||
Style m_nStyle; |
||||
std::vector<Frame> m_vFrames; |
||||
float m_fFrameDuration = 0.1f; |
||||
float m_fFrameRate = 10.0f; |
||||
|
||||
inline const size_t ConvertTimeToFrame(const float fTime) const |
||||
{ |
||||
switch (m_nStyle) |
||||
{ |
||||
case Style::Repeat: |
||||
return size_t(fTime * m_fFrameRate) % m_vFrames.size(); |
||||
break; |
||||
case Style::OneShot: |
||||
return std::clamp(size_t(fTime * m_fFrameRate), size_t(0), m_vFrames.size() - 1); |
||||
break; |
||||
case Style::PingPong: |
||||
{ |
||||
// Thanks @sigonasr2 (discord)
|
||||
size_t frame = size_t(m_fFrameRate * fTime) % (m_vFrames.size() * 2 - 1); |
||||
return frame >= m_vFrames.size() ? m_vFrames.size() - frame % m_vFrames.size() - 1 : frame; |
||||
} |
||||
break; |
||||
case Style::Reverse: |
||||
return (m_vFrames.size() - 1) - (size_t(fTime * m_fFrameRate) % m_vFrames.size()); |
||||
break; |
||||
} |
||||
|
||||
return 0; |
||||
} |
||||
}; |
||||
|
||||
// A Animate2D::State is a lightweight token that can be attached to things
|
||||
// that are animated. Under normal circumstances, it is never updated manually
|
||||
struct AnimationState |
||||
{ |
||||
private: |
||||
size_t nIndex = 0; |
||||
float fTime = 0.0f;
|
||||
template<typename StatesEnum> |
||||
friend class Animation; |
||||
}; |
||||
|
||||
// Animation object holds a group of frame sequences and can mutate an AnimationState token
|
||||
template<typename StatesEnum> |
||||
class Animation |
||||
{ |
||||
public: |
||||
Animation() = default; |
||||
|
||||
// Change an animation state token to a new state
|
||||
inline bool ChangeState(AnimationState& state, const StatesEnum& sStateName) const |
||||
{ |
||||
size_t idx = m_mapStateIndices.at(sStateName); |
||||
if (state.nIndex != idx) |
||||
{ |
||||
state.fTime = 0.0f; |
||||
state.nIndex = idx; |
||||
return true; |
||||
} |
||||
|
||||
return false; |
||||
} |
||||
|
||||
// Update an animation state token
|
||||
inline void UpdateState(AnimationState& state, const float fElapsedTime) const |
||||
{ |
||||
state.fTime += fElapsedTime; |
||||
} |
||||
|
||||
public: |
||||
// Retrieve the frame information for a given animation state
|
||||
inline const Frame& GetFrame(const AnimationState& state) const |
||||
{ |
||||
return m_vSequences[state.nIndex].GetFrame(state.fTime); |
||||
} |
||||
|
||||
public: |
||||
// Add a named Frame sequence as a state
|
||||
inline void AddState(const StatesEnum& sStateName, const FrameSequence& sequence) |
||||
{ |
||||
m_vSequences.emplace_back(sequence); |
||||
m_mapStateIndices[sStateName] = m_vSequences.size() - 1; |
||||
} |
||||
|
||||
private: |
||||
std::vector<FrameSequence> m_vSequences; |
||||
std::unordered_map<StatesEnum, size_t> m_mapStateIndices; |
||||
}; |
||||
} |
File diff suppressed because it is too large
Load Diff
Loading…
Reference in new issue