parent
ec033046c3
commit
1ce5545f27
@ -0,0 +1,277 @@ |
||||
/*
|
||||
olcPGEX_Graphics2D.h |
||||
|
||||
+-------------------------------------------------------------+ |
||||
| OneLoneCoder Pixel Game Engine Extension | |
||||
| Advanced 2D Rendering - v0.1 | |
||||
+-------------------------------------------------------------+ |
||||
|
||||
What is this? |
||||
~~~~~~~~~~~~~ |
||||
This is an extension to the olcPixelGameEngine, which provides |
||||
advanced olc::Sprite manipulation and drawing routines. To use |
||||
it, simply include this header file. |
||||
|
||||
License (OLC-3) |
||||
~~~~~~~~~~~~~~~ |
||||
|
||||
Copyright 2018 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 2018 |
||||
*/ |
||||
|
||||
|
||||
#pragma once |
||||
#include "olcPixelGameEngine.h" |
||||
|
||||
#include <algorithm> |
||||
#undef min |
||||
#undef max |
||||
|
||||
namespace olc |
||||
{ |
||||
// Container class for Advanced 2D Drawing functions
|
||||
class GFX2D : public olc::PGEX |
||||
{ |
||||
// A representation of an affine transform, used to rotate, scale, offset & shear space
|
||||
public: |
||||
class Transform2D |
||||
{ |
||||
public: |
||||
Transform2D(); |
||||
|
||||
public: |
||||
// Set this transformation to unity
|
||||
void Reset(); |
||||
// Append a rotation of fTheta radians to this transform
|
||||
void Rotate(float fTheta); |
||||
// Append a translation (ox, oy) to this transform
|
||||
void Translate(float ox, float oy); |
||||
// Append a scaling operation (sx, sy) to this transform
|
||||
void Scale(float sx, float sy); |
||||
// Append a shear operation (sx, sy) to this transform
|
||||
void Shear(float sx, float sy); |
||||
// Calculate the Forward Transformation of the coordinate (in_x, in_y) -> (out_x, out_y)
|
||||
void Forward(float in_x, float in_y, float &out_x, float &out_y); |
||||
// Calculate the Inverse Transformation of the coordinate (in_x, in_y) -> (out_x, out_y)
|
||||
void Backward(float in_x, float in_y, float &out_x, float &out_y); |
||||
// Regenerate the Inverse Transformation
|
||||
void Invert(); |
||||
|
||||
private: |
||||
inline void Multiply(); |
||||
float matrix[4][3][3]; |
||||
int nTargetMatrix; |
||||
int nSourceMatrix; |
||||
bool bDirty; |
||||
}; |
||||
|
||||
public: |
||||
// Draws a sprite with the transform applied
|
||||
static void DrawSprite(olc::Sprite *sprite, olc::GFX2D::Transform2D &transform); |
||||
}; |
||||
} |
||||
|
||||
|
||||
|
||||
|
||||
namespace olc |
||||
{ |
||||
void GFX2D::DrawSprite(olc::Sprite *sprite, olc::GFX2D::Transform2D &transform) |
||||
{ |
||||
if (sprite == nullptr) |
||||
return; |
||||
|
||||
// Work out bounding rectangle of sprite
|
||||
float ex, ey; |
||||
float sx, sy;
|
||||
float px, py; |
||||
|
||||
transform.Forward(0.0f, 0.0f, sx, sy); |
||||
px = sx; py = sy; |
||||
sx = std::min(sx, px); sy = std::min(sy, py); |
||||
ex = std::max(ex, px); ey = std::max(ey, py); |
||||
|
||||
transform.Forward((float)sprite->width, (float)sprite->height, px, py); |
||||
sx = std::min(sx, px); sy = std::min(sy, py); |
||||
ex = std::max(ex, px); ey = std::max(ey, py); |
||||
|
||||
transform.Forward(0.0f, (float)sprite->height, px, py); |
||||
sx = std::min(sx, px); sy = std::min(sy, py); |
||||
ex = std::max(ex, px); ey = std::max(ey, py); |
||||
|
||||
transform.Forward((float)sprite->width, 0.0f, px, py); |
||||
sx = std::min(sx, px); sy = std::min(sy, py); |
||||
ex = std::max(ex, px); ey = std::max(ey, py); |
||||
|
||||
// Perform inversion of transform if required
|
||||
transform.Invert(); |
||||
|
||||
if (ex < sx)
|
||||
std::swap(ex, sx); |
||||
if (ey < sy)
|
||||
std::swap(ey, sy); |
||||
|
||||
// Iterate through render space, and sample Sprite from suitable texel location
|
||||
for (float i = sx; i < ex; i++) |
||||
{ |
||||
for (float j = sy; j < ey; j++) |
||||
{ |
||||
float ox, oy; |
||||
transform.Backward(i, j, ox, oy); |
||||
pge->Draw((int32_t)i, (int32_t)j, sprite->GetPixel((int32_t)ox+0.5f, (int32_t)oy+0.5f)); |
||||
} |
||||
} |
||||
} |
||||
|
||||
olc::GFX2D::Transform2D::Transform2D() |
||||
{ |
||||
Reset(); |
||||
} |
||||
|
||||
void olc::GFX2D::Transform2D::Reset() |
||||
{ |
||||
nTargetMatrix = 0; |
||||
nSourceMatrix = 1; |
||||
bDirty = true; |
||||
|
||||
// Columns Then Rows
|
||||
|
||||
// Matrices 0 & 1 are used as swaps in Transform accumulation
|
||||
matrix[0][0][0] = 1.0f; matrix[0][1][0] = 0.0f; matrix[0][2][0] = 0.0f; |
||||
matrix[0][0][1] = 0.0f; matrix[0][1][1] = 1.0f; matrix[0][2][1] = 0.0f; |
||||
matrix[0][0][2] = 0.0f; matrix[0][1][2] = 0.0f; matrix[0][2][2] = 1.0f; |
||||
|
||||
matrix[1][0][0] = 1.0f; matrix[1][1][0] = 0.0f; matrix[1][2][0] = 0.0f; |
||||
matrix[1][0][1] = 0.0f; matrix[1][1][1] = 1.0f; matrix[1][2][1] = 0.0f; |
||||
matrix[1][0][2] = 0.0f; matrix[1][1][2] = 0.0f; matrix[1][2][2] = 1.0f; |
||||
|
||||
// Matrix 2 is a cache matrix to hold the immediate transform operation
|
||||
// Matrix 3 is a cache matrix to hold the inverted transform
|
||||
} |
||||
|
||||
void olc::GFX2D::Transform2D::Multiply() |
||||
{ |
||||
for (int c = 0; c < 3; c++) |
||||
{ |
||||
for (int r = 0; r < 3; r++) |
||||
{ |
||||
matrix[nTargetMatrix][c][r] = matrix[nSourceMatrix][0][r] * matrix[2][c][0] + |
||||
matrix[nSourceMatrix][1][r] * matrix[2][c][1] + |
||||
matrix[nSourceMatrix][2][r] * matrix[2][c][2]; |
||||
} |
||||
} |
||||
|
||||
std::swap(nTargetMatrix, nSourceMatrix); |
||||
bDirty = true; // Any transform multiply dirties the inversion
|
||||
} |
||||
|
||||
void olc::GFX2D::Transform2D::Rotate(float fTheta) |
||||
{
|
||||
// Construct Rotation Matrix
|
||||
matrix[2][0][0] = cosf(fTheta); matrix[2][1][0] = sinf(fTheta); matrix[2][2][0] = 0.0f; |
||||
matrix[2][0][1] = -sinf(fTheta); matrix[2][1][1] = cosf(fTheta); matrix[2][2][1] = 0.0f; |
||||
matrix[2][0][2] = 0.0f; matrix[2][1][2] = 0.0f; matrix[2][2][2] = 1.0f; |
||||
Multiply();
|
||||
} |
||||
|
||||
void olc::GFX2D::Transform2D::Scale(float sx, float sy) |
||||
{ |
||||
// Construct Scale Matrix
|
||||
matrix[2][0][0] = sx; matrix[2][1][0] = 0.0f; matrix[2][2][0] = 0.0f; |
||||
matrix[2][0][1] = 0.0f; matrix[2][1][1] = sy; matrix[2][2][1] = 0.0f; |
||||
matrix[2][0][2] = 0.0f; matrix[2][1][2] = 0.0f; matrix[2][2][2] = 1.0f; |
||||
Multiply(); |
||||
} |
||||
|
||||
void olc::GFX2D::Transform2D::Shear(float sx, float sy) |
||||
{ |
||||
// Construct Shear Matrix
|
||||
matrix[2][0][0] = 1.0f; matrix[2][1][0] = sy; matrix[2][2][0] = 0.0f; |
||||
matrix[2][0][1] = sx; matrix[2][1][1] = 1.0f; matrix[2][2][1] = 0.0f; |
||||
matrix[2][0][2] = 0.0f; matrix[2][1][2] = 0.0f; matrix[2][2][2] = 1.0f; |
||||
Multiply(); |
||||
} |
||||
|
||||
void olc::GFX2D::Transform2D::Translate(float ox, float oy) |
||||
{ |
||||
// Construct Translate Matrix
|
||||
matrix[2][0][0] = 1.0f; matrix[2][1][0] = 0.0f; matrix[2][2][0] = 0.0f; |
||||
matrix[2][0][1] = 0.0f; matrix[2][1][1] = 1.0f; matrix[2][2][1] = 0.0f; |
||||
matrix[2][0][2] = ox; matrix[2][1][2] = oy; matrix[2][2][2] = 1.0f; |
||||
Multiply(); |
||||
} |
||||
|
||||
void olc::GFX2D::Transform2D::Forward(float in_x, float in_y, float &out_x, float &out_y) |
||||
{ |
||||
out_x = in_x * matrix[nSourceMatrix][0][0] + in_y * matrix[nSourceMatrix][0][1] + matrix[nSourceMatrix][0][2]; |
||||
out_y = in_x * matrix[nSourceMatrix][1][0] + in_y * matrix[nSourceMatrix][1][1] + matrix[nSourceMatrix][1][2]; |
||||
}
|
||||
|
||||
void olc::GFX2D::Transform2D::Backward(float in_x, float in_y, float &out_x, float &out_y) |
||||
{ |
||||
out_x = in_x * matrix[3][0][0] + in_y * matrix[3][0][1] + matrix[3][0][2]; |
||||
out_y = in_x * matrix[3][1][0] + in_y * matrix[3][1][1] + matrix[3][1][2]; |
||||
} |
||||
|
||||
void olc::GFX2D::Transform2D::Invert() |
||||
{ |
||||
if (bDirty) // Obviously costly so only do if needed
|
||||
{ |
||||
float det = matrix[nSourceMatrix][0][0] * (matrix[nSourceMatrix][1][1] * matrix[nSourceMatrix][2][2] - matrix[nSourceMatrix][2][1] * matrix[nSourceMatrix][1][2]) - |
||||
matrix[nSourceMatrix][0][1] * (matrix[nSourceMatrix][1][0] * matrix[nSourceMatrix][2][2] - matrix[nSourceMatrix][1][2] * matrix[nSourceMatrix][2][0]) + |
||||
matrix[nSourceMatrix][0][2] * (matrix[nSourceMatrix][1][0] * matrix[nSourceMatrix][2][1] - matrix[nSourceMatrix][1][1] * matrix[nSourceMatrix][2][0]); |
||||
|
||||
float idet = 1.0f / det; |
||||
matrix[3][0][0] = (matrix[nSourceMatrix][1][1] * matrix[nSourceMatrix][2][2] - matrix[nSourceMatrix][2][1] * matrix[nSourceMatrix][1][2]) * idet; |
||||
matrix[3][0][1] = (matrix[nSourceMatrix][0][2] * matrix[nSourceMatrix][2][1] - matrix[nSourceMatrix][0][1] * matrix[nSourceMatrix][2][2]) * idet; |
||||
matrix[3][0][2] = (matrix[nSourceMatrix][0][1] * matrix[nSourceMatrix][1][2] - matrix[nSourceMatrix][0][2] * matrix[nSourceMatrix][1][1]) * idet; |
||||
matrix[3][1][0] = (matrix[nSourceMatrix][1][2] * matrix[nSourceMatrix][2][0] - matrix[nSourceMatrix][1][0] * matrix[nSourceMatrix][2][2]) * idet; |
||||
matrix[3][1][1] = (matrix[nSourceMatrix][0][0] * matrix[nSourceMatrix][2][2] - matrix[nSourceMatrix][0][2] * matrix[nSourceMatrix][2][0]) * idet; |
||||
matrix[3][1][2] = (matrix[nSourceMatrix][1][0] * matrix[nSourceMatrix][0][2] - matrix[nSourceMatrix][0][0] * matrix[nSourceMatrix][1][2]) * idet; |
||||
matrix[3][2][0] = (matrix[nSourceMatrix][1][0] * matrix[nSourceMatrix][2][1] - matrix[nSourceMatrix][2][0] * matrix[nSourceMatrix][1][1]) * idet; |
||||
matrix[3][2][1] = (matrix[nSourceMatrix][2][0] * matrix[nSourceMatrix][0][1] - matrix[nSourceMatrix][0][0] * matrix[nSourceMatrix][2][1]) * idet; |
||||
matrix[3][2][2] = (matrix[nSourceMatrix][0][0] * matrix[nSourceMatrix][1][1] - matrix[nSourceMatrix][1][0] * matrix[nSourceMatrix][0][1]) * idet; |
||||
bDirty = false; |
||||
}
|
||||
} |
||||
} |
Loading…
Reference in new issue