Update PGEX Graphics2D
IMPORTANT! I found a bug regarding the direction of rotation in the rotation matrix, you will need to invert your rotations - sorry, My Bad :D
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@ -3,7 +3,7 @@
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+-------------------------------------------------------------+
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+-------------------------------------------------------------+
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| OneLoneCoder Pixel Game Engine Extension |
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| OneLoneCoder Pixel Game Engine Extension |
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| Advanced 2D Rendering - v0.1 |
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| Advanced 2D Rendering - v0.3 |
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+-------------------------------------------------------------+
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+-------------------------------------------------------------+
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What is this?
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What is this?
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@ -59,9 +59,18 @@
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David Barr, aka javidx9, ©OneLoneCoder 2018
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David Barr, aka javidx9, ©OneLoneCoder 2018
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*/
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*/
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/*
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Matrices stored as [Column][Row] (i.e. x, y)
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#pragma once
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|C0R0 C1R0 C2R0| | x | | x'|
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#include "olcPixelGameEngine.h"
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|C0R1 C1R1 C2R1| * | y | = | y'|
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|C0R2 C1R2 C2R2| |1.0| | - |
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*/
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#ifndef OLC_PGEX_GFX2D
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#define OLC_PGEX_GFX2D
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#include <algorithm>
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#include <algorithm>
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#undef min
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#undef min
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@ -77,25 +86,25 @@ namespace olc
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class Transform2D
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class Transform2D
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{
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{
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public:
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public:
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Transform2D();
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inline Transform2D();
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public:
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public:
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// Set this transformation to unity
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// Set this transformation to unity
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void Reset();
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inline void Reset();
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// Append a rotation of fTheta radians to this transform
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// Append a rotation of fTheta radians to this transform
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void Rotate(float fTheta);
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inline void Rotate(float fTheta);
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// Append a translation (ox, oy) to this transform
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// Append a translation (ox, oy) to this transform
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void Translate(float ox, float oy);
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inline void Translate(float ox, float oy);
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// Append a scaling operation (sx, sy) to this transform
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// Append a scaling operation (sx, sy) to this transform
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void Scale(float sx, float sy);
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inline void Scale(float sx, float sy);
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// Append a shear operation (sx, sy) to this transform
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// Append a shear operation (sx, sy) to this transform
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void Shear(float sx, float sy);
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inline void Shear(float sx, float sy);
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// Calculate the Forward Transformation of the coordinate (in_x, in_y) -> (out_x, out_y)
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// Calculate the Forward Transformation of the coordinate (in_x, in_y) -> (out_x, out_y)
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void Forward(float in_x, float in_y, float &out_x, float &out_y);
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inline void Forward(float in_x, float in_y, float &out_x, float &out_y);
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// Calculate the Inverse Transformation of the coordinate (in_x, in_y) -> (out_x, out_y)
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// Calculate the Inverse Transformation of the coordinate (in_x, in_y) -> (out_x, out_y)
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void Backward(float in_x, float in_y, float &out_x, float &out_y);
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inline void Backward(float in_x, float in_y, float &out_x, float &out_y);
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// Regenerate the Inverse Transformation
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// Regenerate the Inverse Transformation
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void Invert();
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inline void Invert();
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private:
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private:
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inline void Multiply();
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inline void Multiply();
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@ -107,7 +116,7 @@ namespace olc
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public:
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public:
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// Draws a sprite with the transform applied
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// Draws a sprite with the transform applied
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static void DrawSprite(olc::Sprite *sprite, olc::GFX2D::Transform2D &transform);
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inline static void DrawSprite(olc::Sprite *sprite, olc::GFX2D::Transform2D &transform);
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};
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};
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}
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}
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@ -158,7 +167,7 @@ namespace olc
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{
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{
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float ox, oy;
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float ox, oy;
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transform.Backward(i, j, ox, oy);
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transform.Backward(i, j, ox, oy);
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pge->Draw((int32_t)i, (int32_t)j, sprite->GetPixel((int32_t)ox+0.5f, (int32_t)oy+0.5f));
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pge->Draw((int32_t)i, (int32_t)j, sprite->GetPixel((int32_t)(ox+0.5f), (int32_t)(oy+0.5f)));
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}
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}
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}
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}
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}
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}
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@ -195,9 +204,9 @@ namespace olc
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{
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{
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for (int r = 0; r < 3; r++)
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for (int r = 0; r < 3; r++)
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{
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{
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matrix[nTargetMatrix][c][r] = matrix[nSourceMatrix][0][r] * matrix[2][c][0] +
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matrix[nTargetMatrix][c][r] = matrix[2][0][r] * matrix[nSourceMatrix][c][0] +
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matrix[nSourceMatrix][1][r] * matrix[2][c][1] +
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matrix[2][1][r] * matrix[nSourceMatrix][c][1] +
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matrix[nSourceMatrix][2][r] * matrix[2][c][2];
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matrix[2][2][r] * matrix[nSourceMatrix][c][2];
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}
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}
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}
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}
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@ -226,8 +235,8 @@ namespace olc
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void olc::GFX2D::Transform2D::Shear(float sx, float sy)
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void olc::GFX2D::Transform2D::Shear(float sx, float sy)
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{
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{
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// Construct Shear Matrix
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// Construct Shear Matrix
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matrix[2][0][0] = 1.0f; matrix[2][1][0] = sy; matrix[2][2][0] = 0.0f;
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matrix[2][0][0] = 1.0f; matrix[2][1][0] = sx; matrix[2][2][0] = 0.0f;
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matrix[2][0][1] = sx; matrix[2][1][1] = 1.0f; matrix[2][2][1] = 0.0f;
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matrix[2][0][1] = sy; matrix[2][1][1] = 1.0f; matrix[2][2][1] = 0.0f;
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matrix[2][0][2] = 0.0f; matrix[2][1][2] = 0.0f; matrix[2][2][2] = 1.0f;
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matrix[2][0][2] = 0.0f; matrix[2][1][2] = 0.0f; matrix[2][2][2] = 1.0f;
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Multiply();
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Multiply();
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}
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}
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@ -235,43 +244,45 @@ namespace olc
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void olc::GFX2D::Transform2D::Translate(float ox, float oy)
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void olc::GFX2D::Transform2D::Translate(float ox, float oy)
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{
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{
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// Construct Translate Matrix
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// Construct Translate Matrix
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matrix[2][0][0] = 1.0f; matrix[2][1][0] = 0.0f; matrix[2][2][0] = 0.0f;
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matrix[2][0][0] = 1.0f; matrix[2][1][0] = 0.0f; matrix[2][2][0] = ox;
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matrix[2][0][1] = 0.0f; matrix[2][1][1] = 1.0f; matrix[2][2][1] = 0.0f;
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matrix[2][0][1] = 0.0f; matrix[2][1][1] = 1.0f; matrix[2][2][1] = oy;
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matrix[2][0][2] = ox; matrix[2][1][2] = oy; matrix[2][2][2] = 1.0f;
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matrix[2][0][2] = 0.0f; matrix[2][1][2] = 0.0f; matrix[2][2][2] = 1.0f;
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Multiply();
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Multiply();
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}
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}
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void olc::GFX2D::Transform2D::Forward(float in_x, float in_y, float &out_x, float &out_y)
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void olc::GFX2D::Transform2D::Forward(float in_x, float in_y, float &out_x, float &out_y)
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{
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{
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out_x = in_x * matrix[nSourceMatrix][0][0] + in_y * matrix[nSourceMatrix][0][1] + matrix[nSourceMatrix][0][2];
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out_x = in_x * matrix[nSourceMatrix][0][0] + in_y * matrix[nSourceMatrix][1][0] + matrix[nSourceMatrix][2][0];
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out_y = in_x * matrix[nSourceMatrix][1][0] + in_y * matrix[nSourceMatrix][1][1] + matrix[nSourceMatrix][1][2];
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out_y = in_x * matrix[nSourceMatrix][0][1] + in_y * matrix[nSourceMatrix][1][1] + matrix[nSourceMatrix][2][1];
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}
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}
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void olc::GFX2D::Transform2D::Backward(float in_x, float in_y, float &out_x, float &out_y)
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void olc::GFX2D::Transform2D::Backward(float in_x, float in_y, float &out_x, float &out_y)
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{
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{
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out_x = in_x * matrix[3][0][0] + in_y * matrix[3][0][1] + matrix[3][0][2];
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out_x = in_x * matrix[3][0][0] + in_y * matrix[3][1][0] + matrix[3][2][0];
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out_y = in_x * matrix[3][1][0] + in_y * matrix[3][1][1] + matrix[3][1][2];
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out_y = in_x * matrix[3][0][1] + in_y * matrix[3][1][1] + matrix[3][2][1];
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}
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}
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void olc::GFX2D::Transform2D::Invert()
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void olc::GFX2D::Transform2D::Invert()
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{
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{
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if (bDirty) // Obviously costly so only do if needed
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if (bDirty) // Obviously costly so only do if needed
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{
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{
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float det = matrix[nSourceMatrix][0][0] * (matrix[nSourceMatrix][1][1] * matrix[nSourceMatrix][2][2] - matrix[nSourceMatrix][2][1] * matrix[nSourceMatrix][1][2]) -
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float det = matrix[nSourceMatrix][0][0] * (matrix[nSourceMatrix][1][1] * matrix[nSourceMatrix][2][2] - matrix[nSourceMatrix][1][2] * matrix[nSourceMatrix][2][1]) -
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matrix[nSourceMatrix][0][1] * (matrix[nSourceMatrix][1][0] * matrix[nSourceMatrix][2][2] - matrix[nSourceMatrix][1][2] * matrix[nSourceMatrix][2][0]) +
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matrix[nSourceMatrix][1][0] * (matrix[nSourceMatrix][0][1] * matrix[nSourceMatrix][2][2] - matrix[nSourceMatrix][2][1] * matrix[nSourceMatrix][0][2]) +
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matrix[nSourceMatrix][0][2] * (matrix[nSourceMatrix][1][0] * matrix[nSourceMatrix][2][1] - matrix[nSourceMatrix][1][1] * matrix[nSourceMatrix][2][0]);
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matrix[nSourceMatrix][2][0] * (matrix[nSourceMatrix][0][1] * matrix[nSourceMatrix][1][2] - matrix[nSourceMatrix][1][1] * matrix[nSourceMatrix][0][2]);
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float idet = 1.0f / det;
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float idet = 1.0f / det;
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matrix[3][0][0] = (matrix[nSourceMatrix][1][1] * matrix[nSourceMatrix][2][2] - matrix[nSourceMatrix][2][1] * matrix[nSourceMatrix][1][2]) * idet;
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matrix[3][0][0] = (matrix[nSourceMatrix][1][1] * matrix[nSourceMatrix][2][2] - matrix[nSourceMatrix][1][2] * matrix[nSourceMatrix][2][1]) * idet;
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matrix[3][0][1] = (matrix[nSourceMatrix][0][2] * matrix[nSourceMatrix][2][1] - matrix[nSourceMatrix][0][1] * matrix[nSourceMatrix][2][2]) * idet;
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matrix[3][1][0] = (matrix[nSourceMatrix][2][0] * matrix[nSourceMatrix][1][2] - matrix[nSourceMatrix][1][0] * matrix[nSourceMatrix][2][2]) * idet;
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matrix[3][0][2] = (matrix[nSourceMatrix][0][1] * matrix[nSourceMatrix][1][2] - matrix[nSourceMatrix][0][2] * matrix[nSourceMatrix][1][1]) * idet;
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matrix[3][1][0] = (matrix[nSourceMatrix][1][2] * matrix[nSourceMatrix][2][0] - matrix[nSourceMatrix][1][0] * matrix[nSourceMatrix][2][2]) * idet;
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matrix[3][1][1] = (matrix[nSourceMatrix][0][0] * matrix[nSourceMatrix][2][2] - matrix[nSourceMatrix][0][2] * matrix[nSourceMatrix][2][0]) * idet;
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matrix[3][1][2] = (matrix[nSourceMatrix][1][0] * matrix[nSourceMatrix][0][2] - matrix[nSourceMatrix][0][0] * matrix[nSourceMatrix][1][2]) * idet;
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matrix[3][2][0] = (matrix[nSourceMatrix][1][0] * matrix[nSourceMatrix][2][1] - matrix[nSourceMatrix][2][0] * matrix[nSourceMatrix][1][1]) * idet;
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matrix[3][2][0] = (matrix[nSourceMatrix][1][0] * matrix[nSourceMatrix][2][1] - matrix[nSourceMatrix][2][0] * matrix[nSourceMatrix][1][1]) * idet;
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matrix[3][2][1] = (matrix[nSourceMatrix][2][0] * matrix[nSourceMatrix][0][1] - matrix[nSourceMatrix][0][0] * matrix[nSourceMatrix][2][1]) * idet;
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matrix[3][0][1] = (matrix[nSourceMatrix][2][1] * matrix[nSourceMatrix][0][2] - matrix[nSourceMatrix][0][1] * matrix[nSourceMatrix][2][2]) * idet;
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matrix[3][2][2] = (matrix[nSourceMatrix][0][0] * matrix[nSourceMatrix][1][1] - matrix[nSourceMatrix][1][0] * matrix[nSourceMatrix][0][1]) * idet;
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matrix[3][1][1] = (matrix[nSourceMatrix][0][0] * matrix[nSourceMatrix][2][2] - matrix[nSourceMatrix][2][0] * matrix[nSourceMatrix][0][2]) * idet;
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matrix[3][2][1] = (matrix[nSourceMatrix][0][1] * matrix[nSourceMatrix][2][0] - matrix[nSourceMatrix][0][0] * matrix[nSourceMatrix][2][1]) * idet;
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matrix[3][0][2] = (matrix[nSourceMatrix][0][1] * matrix[nSourceMatrix][1][2] - matrix[nSourceMatrix][0][2] * matrix[nSourceMatrix][1][1]) * idet;
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matrix[3][1][2] = (matrix[nSourceMatrix][0][2] * matrix[nSourceMatrix][1][0] - matrix[nSourceMatrix][0][0] * matrix[nSourceMatrix][1][2]) * idet;
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matrix[3][2][2] = (matrix[nSourceMatrix][0][0] * matrix[nSourceMatrix][1][1] - matrix[nSourceMatrix][0][1] * matrix[nSourceMatrix][1][0]) * idet;
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bDirty = false;
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bDirty = false;
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}
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}
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}
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}
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}
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}
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#endif
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