diff --git a/olcPGEX_Graphics2D.h b/olcPGEX_Graphics2D.h new file mode 100644 index 0000000..10430b6 --- /dev/null +++ b/olcPGEX_Graphics2D.h @@ -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, ŠOneLoneCoder 2018 +*/ + + +#pragma once +#include "olcPixelGameEngine.h" + +#include +#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; + } + } +} \ No newline at end of file