Prepare 3D PGEX and PGE for camera shenanigans.

main
sigonasr2 3 months ago
parent 4fd6f22344
commit ff8f513807
  1. 512
      src/olcPGEX_Graphics3D.h
  2. 54
      src/olcPixelGameEngine.h

@ -207,8 +207,8 @@ namespace olc
void SetTexture(olc::Sprite *texture);
//void SetMipMapTexture(olc::GFX3D::MipMap *texture);
void SetLightSource(uint32_t nSlot, uint32_t nType, olc::Pixel col, olc::GFX3D::vec3d pos, olc::GFX3D::vec3d dir = { 0.0f, 0.0f, 1.0f, 1.0f }, float fParam = 0.0f);
uint32_t Render(std::vector<olc::GFX3D::triangle> &triangles, uint32_t flags = RENDER_CULL_CW | RENDER_TEXTURED | RENDER_DEPTH);
uint32_t Render(std::vector<olc::GFX3D::triangle> &triangles, uint32_t flags, int nOffset, int nCount);
uint32_t Render(std::vector<olc::GFX3D::triangle> &triangles, Decal*dec,uint32_t flags = RENDER_CULL_CW | RENDER_TEXTURED | RENDER_DEPTH);
uint32_t Render(std::vector<olc::GFX3D::triangle> &triangles, Decal* dec, uint32_t flags, int nOffset, int nCount);
uint32_t RenderLine(olc::GFX3D::vec3d &p1, olc::GFX3D::vec3d &p2, olc::Pixel col = olc::WHITE);
uint32_t RenderCircleXZ(olc::GFX3D::vec3d &p1, float r, olc::Pixel col = olc::WHITE);
@ -242,20 +242,17 @@ namespace olc
static void ConfigureDisplay();
static void ClearDepth();
static void AddTriangleToScene(olc::GFX3D::triangle &tri);
static void RenderScene();
static void DrawTriangleFlat(olc::GFX3D::triangle &tri);
static void DrawTriangleWire(olc::GFX3D::triangle &tri, olc::Pixel col = olc::WHITE);
static void DrawTriangleTex(olc::GFX3D::triangle &tri, olc::Sprite* spr);
static void TexturedTriangle(int x1, int y1, float u1, float v1, float w1,
int x2, int y2, float u2, float v2, float w2,
int x3, int y3, float u3, float v3, float w3, olc::Sprite* spr);
static void RasterTriangle(int x1, int y1, float u1, float v1, float w1, olc::Pixel c1,
int x2, int y2, float u2, float v2, float w2, olc::Pixel c2,
int x3, int y3, float u3, float v3, float w3, olc::Pixel c3,
olc::Sprite* spr,
static void TexturedTriangle(float x1, float y1,float z1, float u1, float v1, float w1,
float x2, float y2,float z2, float u2, float v2, float w2,
float x3, float y3,float z3, float u3, float v3, float w3, olc::Decal* spr);
static void RasterTriangle(float x1, float y1,float z1, float u1, float v1, float w1, olc::Pixel c1,
float x2, float y2,float z2, float u2, float v2, float w2, olc::Pixel c2,
float x3, float y3,float z3, float u3, float v3, float w3, olc::Pixel c3,
olc::Decal* dec,
uint32_t nFlags);
// Draws a sprite with the transform applied
@ -659,193 +656,22 @@ namespace olc
void GFX3D::DrawTriangleFlat(olc::GFX3D::triangle &tri)
{
pge->FillTriangle((int32_t)tri.p[0].x, (int32_t)tri.p[0].y, (int32_t)tri.p[1].x, (int32_t)tri.p[1].y, (int32_t)tri.p[2].x, (int32_t)tri.p[2].y, tri.col[0]);
pge->FillTriangleDecal({tri.p[0].x, tri.p[0].y}, {tri.p[1].x, tri.p[1].y}, {tri.p[2].x, tri.p[2].y}, tri.col[0]);
}
void GFX3D::DrawTriangleWire(olc::GFX3D::triangle &tri, olc::Pixel col)
{
pge->DrawTriangle((int32_t)tri.p[0].x, (int32_t)tri.p[0].y, (int32_t)tri.p[1].x, (int32_t)tri.p[1].y, (int32_t)tri.p[2].x, (int32_t)tri.p[2].y, col);
pge->SetDecalMode(DecalMode::WIREFRAME);
pge->FillTriangleDecal({tri.p[0].x, tri.p[0].y}, {tri.p[1].x, tri.p[1].y}, {tri.p[2].x, tri.p[2].y}, col);
pge->SetDecalMode(DecalMode::NORMAL);
}
void GFX3D::TexturedTriangle(int x1, int y1, float u1, float v1, float w1,
int x2, int y2, float u2, float v2, float w2,
int x3, int y3, float u3, float v3, float w3, olc::Sprite* spr)
void GFX3D::TexturedTriangle(float x1, float y1,float z1, float u1, float v1, float w1,
float x2, float y2,float z2, float u2, float v2, float w2,
float x3, float y3,float z3, float u3, float v3, float w3, olc::Decal* dec)
{
if (y2 < y1)
{
std::swap(y1, y2);
std::swap(x1, x2);
std::swap(u1, u2);
std::swap(v1, v2);
std::swap(w1, w2);
}
if (y3 < y1)
{
std::swap(y1, y3);
std::swap(x1, x3);
std::swap(u1, u3);
std::swap(v1, v3);
std::swap(w1, w3);
}
if (y3 < y2)
{
std::swap(y2, y3);
std::swap(x2, x3);
std::swap(u2, u3);
std::swap(v2, v3);
std::swap(w2, w3);
}
int dy1 = y2 - y1;
int dx1 = x2 - x1;
float dv1 = v2 - v1;
float du1 = u2 - u1;
float dw1 = w2 - w1;
int dy2 = y3 - y1;
int dx2 = x3 - x1;
float dv2 = v3 - v1;
float du2 = u3 - u1;
float dw2 = w3 - w1;
float tex_u, tex_v, tex_w;
float dax_step = 0, dbx_step = 0,
du1_step = 0, dv1_step = 0,
du2_step = 0, dv2_step = 0,
dw1_step = 0, dw2_step = 0;
if (dy1) dax_step = dx1 / (float)abs(dy1);
if (dy2) dbx_step = dx2 / (float)abs(dy2);
if (dy1) du1_step = du1 / (float)abs(dy1);
if (dy1) dv1_step = dv1 / (float)abs(dy1);
if (dy1) dw1_step = dw1 / (float)abs(dy1);
if (dy2) du2_step = du2 / (float)abs(dy2);
if (dy2) dv2_step = dv2 / (float)abs(dy2);
if (dy2) dw2_step = dw2 / (float)abs(dy2);
if (dy1)
{
for (int i = y1; i <= y2; i++)
{
int ax = int(x1 + (float)(i - y1) * dax_step);
int bx = int(x1 + (float)(i - y1) * dbx_step);
float tex_su = u1 + (float)(i - y1) * du1_step;
float tex_sv = v1 + (float)(i - y1) * dv1_step;
float tex_sw = w1 + (float)(i - y1) * dw1_step;
float tex_eu = u1 + (float)(i - y1) * du2_step;
float tex_ev = v1 + (float)(i - y1) * dv2_step;
float tex_ew = w1 + (float)(i - y1) * dw2_step;
if (ax > bx)
{
std::swap(ax, bx);
std::swap(tex_su, tex_eu);
std::swap(tex_sv, tex_ev);
std::swap(tex_sw, tex_ew);
}
tex_u = tex_su;
tex_v = tex_sv;
tex_w = tex_sw;
float tstep = 1.0f / ((float)(bx - ax));
float t = 0.0f;
for (int j = ax; j < bx; j++)
{
tex_u = (1.0f - t) * tex_su + t * tex_eu;
tex_v = (1.0f - t) * tex_sv + t * tex_ev;
tex_w = (1.0f - t) * tex_sw + t * tex_ew;
if (tex_w > m_DepthBuffer[i*pge->ScreenWidth() + j])
{
/*if (bMipMap)
pge->Draw(j, i, ((olc::GFX3D::MipMap*)spr)->Sample(tex_u / tex_w, tex_v / tex_w, tex_w));
else*/
if(pge->Draw(j, i, spr != nullptr ? spr->Sample(tex_u / tex_w, tex_v / tex_w) : olc::GREY))
m_DepthBuffer[i*pge->ScreenWidth() + j] = tex_w;
}
t += tstep;
}
}
}
dy1 = y3 - y2;
dx1 = x3 - x2;
dv1 = v3 - v2;
du1 = u3 - u2;
dw1 = w3 - w2;
if (dy1) dax_step = dx1 / (float)abs(dy1);
if (dy2) dbx_step = dx2 / (float)abs(dy2);
du1_step = 0, dv1_step = 0;
if (dy1) du1_step = du1 / (float)abs(dy1);
if (dy1) dv1_step = dv1 / (float)abs(dy1);
if (dy1) dw1_step = dw1 / (float)abs(dy1);
if (dy1)
{
for (int i = y2; i <= y3; i++)
{
int ax = int(x2 + (float)(i - y2) * dax_step);
int bx = int(x1 + (float)(i - y1) * dbx_step);
float tex_su = u2 + (float)(i - y2) * du1_step;
float tex_sv = v2 + (float)(i - y2) * dv1_step;
float tex_sw = w2 + (float)(i - y2) * dw1_step;
float tex_eu = u1 + (float)(i - y1) * du2_step;
float tex_ev = v1 + (float)(i - y1) * dv2_step;
float tex_ew = w1 + (float)(i - y1) * dw2_step;
if (ax > bx)
{
std::swap(ax, bx);
std::swap(tex_su, tex_eu);
std::swap(tex_sv, tex_ev);
std::swap(tex_sw, tex_ew);
}
tex_u = tex_su;
tex_v = tex_sv;
tex_w = tex_sw;
float tstep = 1.0f / ((float)(bx - ax));
float t = 0.0f;
for (int j = ax; j < bx; j++)
{
tex_u = (1.0f - t) * tex_su + t * tex_eu;
tex_v = (1.0f - t) * tex_sv + t * tex_ev;
tex_w = (1.0f - t) * tex_sw + t * tex_ew;
if (tex_w > m_DepthBuffer[i*pge->ScreenWidth() + j])
{
/*if(bMipMap)
pge->Draw(j, i, ((olc::GFX3D::MipMap*)spr)->Sample(tex_u / tex_w, tex_v / tex_w, tex_w));
else*/
if(pge->Draw(j, i, spr != nullptr ? spr->Sample(tex_u / tex_w, tex_v / tex_w) : olc::GREY))
m_DepthBuffer[i*pge->ScreenWidth() + j] = tex_w;
}
t += tstep;
}
}
}
}
void GFX3D::DrawTriangleTex(olc::GFX3D::triangle &tri, olc::Sprite* spr)
{
pge->FillTexturedTriangleDecal(dec,{x1,y1},{x2,y2},{x3,y3},z1,z2,z3,{u1,v1},{u2,v2},{u3,v3},w1,w2,w3,WHITE,WHITE,WHITE);
}
float* GFX3D::m_DepthBuffer = nullptr;
@ -1022,9 +848,9 @@ namespace olc
}
}
uint32_t GFX3D::PipeLine::Render(std::vector<olc::GFX3D::triangle> &triangles, uint32_t flags)
uint32_t GFX3D::PipeLine::Render(std::vector<olc::GFX3D::triangle> &triangles, Decal*dec,uint32_t flags)
{
return Render(triangles, flags, 0, triangles.size());
return Render(triangles, dec,flags, 0, triangles.size());
}
uint32_t GFX3D::PipeLine::RenderLine(olc::GFX3D::vec3d &p1, olc::GFX3D::vec3d &p2, olc::Pixel col)
@ -1108,7 +934,7 @@ namespace olc
return 0;
}
uint32_t GFX3D::PipeLine::Render(std::vector<olc::GFX3D::triangle> &triangles, uint32_t flags, int nOffset, int nCount)
uint32_t GFX3D::PipeLine::Render(std::vector<olc::GFX3D::triangle> &triangles, Decal* dec, uint32_t flags, int nOffset, int nCount)
{
// Calculate Transformation Matrix
mat4x4 matWorldView = Math::Mat_MultiplyMatrix(matWorld, matView);
@ -1353,10 +1179,10 @@ namespace olc
else
{
RasterTriangle(
(int)triRaster.p[0].x,(int)triRaster.p[0].y, triRaster.t[0].x, triRaster.t[0].y, triRaster.t[0].z, triRaster.col[0],
(int)triRaster.p[1].x,(int)triRaster.p[1].y, triRaster.t[1].x, triRaster.t[1].y, triRaster.t[1].z, triRaster.col[1],
(int)triRaster.p[2].x,(int)triRaster.p[2].y, triRaster.t[2].x, triRaster.t[2].y, triRaster.t[2].z, triRaster.col[2],
sprTexture, flags);
triRaster.p[0].x,triRaster.p[0].y,triRaster.p[0].z, triRaster.t[0].x, triRaster.t[0].y, triRaster.t[0].z, triRaster.col[0],
triRaster.p[1].x,triRaster.p[1].y,triRaster.p[1].z, triRaster.t[1].x, triRaster.t[1].y, triRaster.t[1].z, triRaster.col[1],
triRaster.p[2].x,triRaster.p[2].y,triRaster.p[2].z, triRaster.t[2].x, triRaster.t[2].y, triRaster.t[2].z, triRaster.col[2],
dec, flags);
}
@ -1371,291 +1197,13 @@ namespace olc
return nTriangleDrawnCount;
}
void GFX3D::RasterTriangle(int x1, int y1, float u1, float v1, float w1, olc::Pixel c1,
int x2, int y2, float u2, float v2, float w2, olc::Pixel c2,
int x3, int y3, float u3, float v3, float w3, olc::Pixel c3,
olc::Sprite* spr,
void GFX3D::RasterTriangle(float x1, float y1,float z1, float u1, float v1, float w1, olc::Pixel c1,
float x2, float y2,float z2, float u2, float v2, float w2, olc::Pixel c2,
float x3, float y3,float z3, float u3, float v3, float w3, olc::Pixel c3,
olc::Decal* dec,
uint32_t nFlags)
{
if (y2 < y1)
{
std::swap(y1, y2); std::swap(x1, x2); std::swap(u1, u2); std::swap(v1, v2); std::swap(w1, w2); std::swap(c1, c2);
}
if (y3 < y1)
{
std::swap(y1, y3); std::swap(x1, x3); std::swap(u1, u3); std::swap(v1, v3); std::swap(w1, w3); std::swap(c1, c3);
}
if (y3 < y2)
{
std::swap(y2, y3); std::swap(x2, x3); std::swap(u2, u3); std::swap(v2, v3); std::swap(w2, w3); std::swap(c2, c3);
}
int dy1 = y2 - y1;
int dx1 = x2 - x1;
float dv1 = v2 - v1;
float du1 = u2 - u1;
float dw1 = w2 - w1;
int dcr1 = c2.r - c1.r;
int dcg1 = c2.g - c1.g;
int dcb1 = c2.b - c1.b;
int dca1 = c2.a - c1.a;
int dy2 = y3 - y1;
int dx2 = x3 - x1;
float dv2 = v3 - v1;
float du2 = u3 - u1;
float dw2 = w3 - w1;
int dcr2 = c3.r - c1.r;
int dcg2 = c3.g - c1.g;
int dcb2 = c3.b - c1.b;
int dca2 = c3.a - c1.a;
float tex_u, tex_v, tex_w;
float col_r, col_g, col_b, col_a;
float dax_step = 0, dbx_step = 0,
du1_step = 0, dv1_step = 0,
du2_step = 0, dv2_step = 0,
dw1_step = 0, dw2_step = 0,
dcr1_step = 0, dcr2_step = 0,
dcg1_step = 0, dcg2_step = 0,
dcb1_step = 0, dcb2_step = 0,
dca1_step = 0, dca2_step = 0;
if (dy1) dax_step = dx1 / (float)abs(dy1);
if (dy2) dbx_step = dx2 / (float)abs(dy2);
if (dy1) du1_step = du1 / (float)abs(dy1);
if (dy1) dv1_step = dv1 / (float)abs(dy1);
if (dy1) dw1_step = dw1 / (float)abs(dy1);
if (dy2) du2_step = du2 / (float)abs(dy2);
if (dy2) dv2_step = dv2 / (float)abs(dy2);
if (dy2) dw2_step = dw2 / (float)abs(dy2);
if (dy1) dcr1_step = dcr1 / (float)abs(dy1);
if (dy1) dcg1_step = dcg1 / (float)abs(dy1);
if (dy1) dcb1_step = dcb1 / (float)abs(dy1);
if (dy1) dca1_step = dca1 / (float)abs(dy1);
if (dy2) dcr2_step = dcr2 / (float)abs(dy2);
if (dy2) dcg2_step = dcg2 / (float)abs(dy2);
if (dy2) dcb2_step = dcb2 / (float)abs(dy2);
if (dy2) dca2_step = dca2 / (float)abs(dy2);
float pixel_r = 0.0f;
float pixel_g = 0.0f;
float pixel_b = 0.0f;
float pixel_a = 1.0f;
if (dy1)
{
for (int i = y1; i <= y2; i++)
{
int ax = int(x1 + (float)(i - y1) * dax_step);
int bx = int(x1 + (float)(i - y1) * dbx_step);
float tex_su = u1 + (float)(i - y1) * du1_step;
float tex_sv = v1 + (float)(i - y1) * dv1_step;
float tex_sw = w1 + (float)(i - y1) * dw1_step;
float tex_eu = u1 + (float)(i - y1) * du2_step;
float tex_ev = v1 + (float)(i - y1) * dv2_step;
float tex_ew = w1 + (float)(i - y1) * dw2_step;
float col_sr = c1.r + (float)(i - y1) * dcr1_step;
float col_sg = c1.g + (float)(i - y1) * dcg1_step;
float col_sb = c1.b + (float)(i - y1) * dcb1_step;
float col_sa = c1.a + (float)(i - y1) * dca1_step;
float col_er = c1.r + (float)(i - y1) * dcr2_step;
float col_eg = c1.g + (float)(i - y1) * dcg2_step;
float col_eb = c1.b + (float)(i - y1) * dcb2_step;
float col_ea = c1.a + (float)(i - y1) * dca2_step;
if (ax > bx)
{
std::swap(ax, bx);
std::swap(tex_su, tex_eu);
std::swap(tex_sv, tex_ev);
std::swap(tex_sw, tex_ew);
std::swap(col_sr, col_er);
std::swap(col_sg, col_eg);
std::swap(col_sb, col_eb);
std::swap(col_sa, col_ea);
}
tex_u = tex_su;
tex_v = tex_sv;
tex_w = tex_sw;
col_r = col_sr;
col_g = col_sg;
col_b = col_sb;
col_a = col_sa;
float tstep = 1.0f / ((float)(bx - ax));
float t = 0.0f;
for (int j = ax; j < bx; j++)
{
tex_u = (1.0f - t) * tex_su + t * tex_eu;
tex_v = (1.0f - t) * tex_sv + t * tex_ev;
tex_w = (1.0f - t) * tex_sw + t * tex_ew;
col_r = (1.0f - t) * col_sr + t * col_er;
col_g = (1.0f - t) * col_sg + t * col_eg;
col_b = (1.0f - t) * col_sb + t * col_eb;
col_a = (1.0f - t) * col_sa + t * col_ea;
pixel_r = col_r;
pixel_g = col_g;
pixel_b = col_b;
pixel_a = col_a;
if (nFlags & GFX3D::RENDER_TEXTURED)
{
if (spr != nullptr)
{
olc::Pixel sample = spr->Sample(tex_u / tex_w, tex_v / tex_w);
pixel_r *= sample.r / 255.0f;
pixel_g *= sample.g / 255.0f;
pixel_b *= sample.b / 255.0f;
pixel_a *= sample.a / 255.0f;
}
}
if (nFlags & GFX3D::RENDER_DEPTH)
{
if (tex_w > m_DepthBuffer[i*pge->ScreenWidth() + j])
if (pge->Draw(j, i, olc::Pixel(uint8_t(pixel_r * 1.0f), uint8_t(pixel_g * 1.0f), uint8_t(pixel_b * 1.0f), uint8_t(pixel_a * 1.0f))))
m_DepthBuffer[i*pge->ScreenWidth() + j] = tex_w;
}
else
{
pge->Draw(j, i, olc::Pixel(uint8_t(pixel_r * 1.0f), uint8_t(pixel_g * 1.0f), uint8_t(pixel_b * 1.0f), uint8_t(pixel_a * 1.0f)));
}
t += tstep;
}
}
}
dy1 = y3 - y2;
dx1 = x3 - x2;
dv1 = v3 - v2;
du1 = u3 - u2;
dw1 = w3 - w2;
dcr1 = c3.r - c2.r;
dcg1 = c3.g - c2.g;
dcb1 = c3.b - c2.b;
dca1 = c3.a - c2.a;
if (dy1) dax_step = dx1 / (float)abs(dy1);
if (dy2) dbx_step = dx2 / (float)abs(dy2);
du1_step = 0; dv1_step = 0;
if (dy1) du1_step = du1 / (float)abs(dy1);
if (dy1) dv1_step = dv1 / (float)abs(dy1);
if (dy1) dw1_step = dw1 / (float)abs(dy1);
dcr1_step = 0; dcg1_step = 0; dcb1_step = 0; dca1_step = 0;
if (dy1) dcr1_step = dcr1 / (float)abs(dy1);
if (dy1) dcg1_step = dcg1 / (float)abs(dy1);
if (dy1) dcb1_step = dcb1 / (float)abs(dy1);
if (dy1) dca1_step = dca1 / (float)abs(dy1);
if (dy1)
{
for (int i = y2; i <= y3; i++)
{
int ax = int(x2 + (float)(i - y2) * dax_step);
int bx = int(x1 + (float)(i - y1) * dbx_step);
float tex_su = u2 + (float)(i - y2) * du1_step;
float tex_sv = v2 + (float)(i - y2) * dv1_step;
float tex_sw = w2 + (float)(i - y2) * dw1_step;
float tex_eu = u1 + (float)(i - y1) * du2_step;
float tex_ev = v1 + (float)(i - y1) * dv2_step;
float tex_ew = w1 + (float)(i - y1) * dw2_step;
float col_sr = c2.r + (float)(i - y2) * dcr1_step;
float col_sg = c2.g + (float)(i - y2) * dcg1_step;
float col_sb = c2.b + (float)(i - y2) * dcb1_step;
float col_sa = c2.a + (float)(i - y2) * dca1_step;
float col_er = c1.r + (float)(i - y1) * dcr2_step;
float col_eg = c1.g + (float)(i - y1) * dcg2_step;
float col_eb = c1.b + (float)(i - y1) * dcb2_step;
float col_ea = c1.a + (float)(i - y1) * dca2_step;
if (ax > bx)
{
std::swap(ax, bx);
std::swap(tex_su, tex_eu);
std::swap(tex_sv, tex_ev);
std::swap(tex_sw, tex_ew);
std::swap(col_sr, col_er);
std::swap(col_sg, col_eg);
std::swap(col_sb, col_eb);
std::swap(col_sa, col_ea);
}
tex_u = tex_su;
tex_v = tex_sv;
tex_w = tex_sw;
col_r = col_sr;
col_g = col_sg;
col_b = col_sb;
col_a = col_sa;
float tstep = 1.0f / ((float)(bx - ax));
float t = 0.0f;
for (int j = ax; j < bx; j++)
{
tex_u = (1.0f - t) * tex_su + t * tex_eu;
tex_v = (1.0f - t) * tex_sv + t * tex_ev;
tex_w = (1.0f - t) * tex_sw + t * tex_ew;
col_r = (1.0f - t) * col_sr + t * col_er;
col_g = (1.0f - t) * col_sg + t * col_eg;
col_b = (1.0f - t) * col_sb + t * col_eb;
col_a = (1.0f - t) * col_sa + t * col_ea;
pixel_r = col_r;
pixel_g = col_g;
pixel_b = col_b;
pixel_a = col_a;
if (nFlags & GFX3D::RENDER_TEXTURED)
{
if (spr != nullptr)
{
olc::Pixel sample = spr->Sample(tex_u / tex_w, tex_v / tex_w);
pixel_r *= sample.r / 255.0f;
pixel_g *= sample.g / 255.0f;
pixel_b *= sample.b / 255.0f;
pixel_a *= sample.a / 255.0f;
}
}
if (nFlags & GFX3D::RENDER_DEPTH)
{
if (tex_w > m_DepthBuffer[i*pge->ScreenWidth() + j])
if (pge->Draw(j, i, olc::Pixel(uint8_t(pixel_r * 1.0f), uint8_t(pixel_g * 1.0f), uint8_t(pixel_b * 1.0f), uint8_t(pixel_a * 1.0f))))
m_DepthBuffer[i*pge->ScreenWidth() + j] = tex_w;
}
else
{
pge->Draw(j, i, olc::Pixel(uint8_t(pixel_r * 1.0f), uint8_t(pixel_g * 1.0f), uint8_t(pixel_b * 1.0f), uint8_t(pixel_a * 1.0f)));
}
t += tstep;
}
}
}
pge->FillTexturedTriangleDecal(dec,{x1,y1},{x2,y2},{x3,y3},z1,z2,z3,{u1,v1},{u2,v2},{u3,v3},w1,w2,w3,c1,c2,c3);
}

@ -1100,6 +1100,8 @@ namespace olc
void FillTriangle(const olc::vi2d& pos1, const olc::vi2d& pos2, const olc::vi2d& pos3, Pixel p = olc::WHITE);
// Fill a textured and coloured triangle
void FillTexturedTriangle(std::vector<olc::vf2d> vPoints, std::vector<olc::vf2d> vTex, std::vector<olc::Pixel> vColour, olc::Sprite* sprTex);
void FillTexturedTriangleDecal(Decal*decal,const olc::vf2d& p0, const olc::vf2d& p1, const olc::vf2d& p2, const olc::vf2d& uv0, const olc::vf2d& uv1, const olc::vf2d& uv2, const float& w0, const float& w1, const float& w2, const olc::Pixel col0, const olc::Pixel col1, const olc::Pixel col2,const GFX3DTransform transform=GFX3DTransform::NO_TRANSFORM);
void FillTexturedTriangleDecal(Decal*decal,const olc::vf2d& p0, const olc::vf2d& p1, const olc::vf2d& p2,const float& z0, const float& z1, const float& z2, const olc::vf2d& uv0, const olc::vf2d& uv1, const olc::vf2d& uv2, const float& w0, const float& w1, const float& w2, const olc::Pixel col0, const olc::Pixel col1, const olc::Pixel col2,const GFX3DTransform transform=GFX3DTransform::NO_TRANSFORM);
void FillTexturedPolygon(const std::vector<olc::vf2d>& vPoints, const std::vector<olc::vf2d>& vTex, const std::vector<olc::Pixel>& vColour, olc::Sprite* sprTex, olc::DecalStructure structure = olc::DecalStructure::LIST);
// Draws an entire sprite at location (x,y)
void DrawSprite(int32_t x, int32_t y, Sprite* sprite, uint32_t scale = 1, uint8_t flip = olc::Sprite::NONE);
@ -1127,6 +1129,8 @@ namespace olc
void DrawPartialDecal(const olc::vf2d& pos, const olc::vf2d& size, olc::Decal* decal, const olc::vf2d& source_pos, const olc::vf2d& source_size, const olc::Pixel& tint = olc::WHITE,const GFX3DTransform transform=GFX3DTransform::NO_TRANSFORM);
// Draws fully user controlled 4 vertices, pos(pixels), uv(pixels), colours
void DrawExplicitDecal(olc::Decal* decal, const olc::vf2d* pos, const olc::vf2d* uv, const olc::Pixel* col, uint32_t elements = 4,const GFX3DTransform transform=GFX3DTransform::NO_TRANSFORM);
void DrawExplicitDecal(olc::Decal* decal, const olc::vf2d* pos, const olc::vf2d* uv, const olc::Pixel* col, const float* w, uint32_t elements,const GFX3DTransform transform);
void DrawExplicitDecal(olc::Decal* decal, const olc::vf2d* pos,const float* z, const olc::vf2d* uv, const olc::Pixel* col, const float* w, uint32_t elements,const GFX3DTransform transform);
// Draws a decal with 4 arbitrary points, warping the texture to look "correct"
void DrawWarpedDecal(olc::Decal* decal, const olc::vf2d(&pos)[4], const olc::Pixel& tint = olc::WHITE,const GFX3DTransform transform=GFX3DTransform::NO_TRANSFORM);
void DrawWarpedDecal(olc::Decal* decal, const olc::vf2d* pos, const olc::Pixel& tint = olc::WHITE,const GFX3DTransform transform=GFX3DTransform::NO_TRANSFORM);
@ -1146,6 +1150,7 @@ namespace olc
void FillRectDecal(const olc::vf2d& pos, const olc::vf2d& size, const olc::Pixel col = olc::WHITE,const GFX3DTransform transform=GFX3DTransform::NO_TRANSFORM);
// Draws a corner shaded rectangle as a decal
void GradientFillRectDecal(const olc::vf2d& pos, const olc::vf2d& size, const olc::Pixel colTL, const olc::Pixel colBL, const olc::Pixel colBR, const olc::Pixel colTR,const GFX3DTransform transform=GFX3DTransform::NO_TRANSFORM);
void FillTriangleDecal(const olc::vf2d& p0, const olc::vf2d& p1, const olc::vf2d& p2, const olc::Pixel col,const GFX3DTransform transform=GFX3DTransform::NO_TRANSFORM);
// Draws an arbitrary convex textured polygon using GPU
void DrawPolygonDecal(olc::Decal* decal, const std::vector<olc::vf2d>& pos, const std::vector<olc::vf2d>& uv, const olc::Pixel tint = olc::WHITE,const GFX3DTransform transform=GFX3DTransform::NO_TRANSFORM);
void DrawPolygonDecal(olc::Decal* decal, const std::vector<olc::vf2d>& pos, const std::vector<float>& depth, const std::vector<olc::vf2d>& uv, const olc::Pixel tint = olc::WHITE,const GFX3DTransform transform=GFX3DTransform::NO_TRANSFORM);
@ -2931,20 +2936,39 @@ namespace olc
}
void PixelGameEngine::DrawExplicitDecal(olc::Decal* decal, const olc::vf2d* pos, const olc::vf2d* uv, const olc::Pixel* col, uint32_t elements,const GFX3DTransform transform)
{
std::vector<float>ws;
ws.resize(elements,1);
DrawExplicitDecal(decal,pos,uv,col,ws.data(),elements,transform);
}
void PixelGameEngine::DrawExplicitDecal(olc::Decal* decal, const olc::vf2d* pos, const olc::vf2d* uv, const olc::Pixel* col, const float* w, uint32_t elements,const GFX3DTransform transform)
{
std::vector<float>ws;
ws.resize(elements,1);
std::vector<float>z;
z.resize(elements,0.f);
DrawExplicitDecal(decal,pos,z.data(),uv,col,ws.data(),elements,transform);
}
void PixelGameEngine::DrawExplicitDecal(olc::Decal* decal, const olc::vf2d* pos, const float* z, const olc::vf2d* uv, const olc::Pixel* col, const float* w, uint32_t elements,const GFX3DTransform transform)
{
DecalInstance di;
di.decal = decal;
di.pos.resize(elements);
di.uv.resize(elements);
di.w.resize(elements);
di.z.resize(elements);
di.tint.resize(elements);
di.points = elements;
di.depth=true;
for (uint32_t i = 0; i < elements; i++)
{
di.pos[i] = { (pos[i].x * vInvScreenSize.x) * 2.0f - 1.0f, ((pos[i].y * vInvScreenSize.y) * 2.0f - 1.0f) * -1.0f };
di.uv[i] = uv[i];
di.tint[i] = col[i];
di.w[i] = 1.0f;
di.w[i] = w[i];
di.z[i] = z[i];
}
di.mode = nDecalMode;
di.structure = nDecalStructure;
@ -3049,6 +3073,7 @@ namespace olc
vLayers[nTargetLayer].vecDecalInstance.push_back(di);
}
#ifdef OLC_ENABLE_EXPERIMENTAL
// Lightweight 3D
void PixelGameEngine::LW3D_DrawTriangles(olc::Decal* decal, const std::vector<std::array<float, 3>>& pos, const std::vector<olc::vf2d>& tex, const std::vector<olc::Pixel>& col)
@ -3175,6 +3200,33 @@ namespace olc
DrawExplicitDecal(nullptr, points.data(), uvs.data(), cols.data(), 4,transform);
}
void PixelGameEngine::FillTriangleDecal(const olc::vf2d& p0, const olc::vf2d& p1, const olc::vf2d& p2, const olc::Pixel col,const GFX3DTransform transform)
{
std::array<olc::vf2d, 4> points = { { p0, p1, p2 } };
std::array<olc::vf2d, 4> uvs = { {{0,0},{0,0},{0,0}} };
std::array<olc::Pixel, 4> cols = { {col, col, col} };
DrawExplicitDecal(nullptr, points.data(), uvs.data(), cols.data(), 3,transform);
}
void PixelGameEngine::FillTexturedTriangleDecal(Decal*decal,const olc::vf2d& p0, const olc::vf2d& p1, const olc::vf2d& p2, const olc::vf2d& uv0, const olc::vf2d& uv1, const olc::vf2d& uv2, const float& w0, const float& w1, const float& w2, const olc::Pixel col0, const olc::Pixel col1, const olc::Pixel col2,const GFX3DTransform transform)
{
std::array<olc::vf2d, 4> points = { { p0, p1, p2 } };
std::array<olc::vf2d, 4> uvs = { {uv0,uv1,uv2} };
std::array<olc::Pixel, 4> cols = { {col0, col1, col2} };
std::array<float, 4> ws = { {w0,w1,w2} };
DrawExplicitDecal(decal, points.data(), uvs.data(), cols.data(), ws.data(),3,transform);
}
void PixelGameEngine::FillTexturedTriangleDecal(Decal*decal,const olc::vf2d& p0, const olc::vf2d& p1, const olc::vf2d& p2,const float& z0, const float& z1, const float& z2, const olc::vf2d& uv0, const olc::vf2d& uv1, const olc::vf2d& uv2, const float& w0, const float& w1, const float& w2, const olc::Pixel col0, const olc::Pixel col1, const olc::Pixel col2,const GFX3DTransform transform)
{
std::array<olc::vf2d, 4> points = { { p0, p1, p2 } };
std::array<olc::vf2d, 4> uvs = { {uv0,uv1,uv2} };
std::array<olc::Pixel, 4> cols = { {col0, col1, col2} };
std::array<float, 4> ws = { {w0,w1,w2} };
std::array<float, 4> z = { {z0,z1,z2} };
DrawExplicitDecal(decal, points.data(), z.data(), uvs.data(), cols.data(), ws.data(),3,transform);
}
void PixelGameEngine::DrawRotatedDecal(const olc::vf2d& pos, olc::Decal* decal, const float fAngle, const olc::vf2d& center, const olc::vf2d& scale, const olc::Pixel& tint,const GFX3DTransform transform)
{
DecalInstance di;

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