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
pull/113/head
Javidx9 6 years ago committed by GitHub
parent aba108d77c
commit fa24059aea
  1. 91
      olcPGEX_Graphics2D.h

@ -3,7 +3,7 @@
+-------------------------------------------------------------+
| OneLoneCoder Pixel Game Engine Extension |
| Advanced 2D Rendering - v0.1 |
| Advanced 2D Rendering - v0.3 |
+-------------------------------------------------------------+
What is this?
@ -59,9 +59,18 @@
David Barr, aka javidx9, ©OneLoneCoder 2018
*/
/*
Matrices stored as [Column][Row] (i.e. x, y)
|C0R0 C1R0 C2R0| | x | | x'|
|C0R1 C1R1 C2R1| * | y | = | y'|
|C0R2 C1R2 C2R2| |1.0| | - |
*/
#pragma once
#include "olcPixelGameEngine.h"
#ifndef OLC_PGEX_GFX2D
#define OLC_PGEX_GFX2D
#include <algorithm>
#undef min
@ -77,25 +86,25 @@ namespace olc
class Transform2D
{
public:
Transform2D();
inline Transform2D();
public:
// Set this transformation to unity
void Reset();
inline void Reset();
// Append a rotation of fTheta radians to this transform
void Rotate(float fTheta);
inline void Rotate(float fTheta);
// Append a translation (ox, oy) to this transform
void Translate(float ox, float oy);
inline void Translate(float ox, float oy);
// Append a scaling operation (sx, sy) to this transform
void Scale(float sx, float sy);
inline void Scale(float sx, float sy);
// Append a shear operation (sx, sy) to this transform
void Shear(float sx, float sy);
inline 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);
inline 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);
inline void Backward(float in_x, float in_y, float &out_x, float &out_y);
// Regenerate the Inverse Transformation
void Invert();
inline void Invert();
private:
inline void Multiply();
@ -107,7 +116,7 @@ namespace olc
public:
// Draws a sprite with the transform applied
static void DrawSprite(olc::Sprite *sprite, olc::GFX2D::Transform2D &transform);
inline static void DrawSprite(olc::Sprite *sprite, olc::GFX2D::Transform2D &transform);
};
}
@ -158,7 +167,7 @@ namespace olc
{
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));
pge->Draw((int32_t)i, (int32_t)j, sprite->GetPixel((int32_t)(ox+0.5f), (int32_t)(oy+0.5f)));
}
}
}
@ -195,9 +204,9 @@ namespace olc
{
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];
matrix[nTargetMatrix][c][r] = matrix[2][0][r] * matrix[nSourceMatrix][c][0] +
matrix[2][1][r] * matrix[nSourceMatrix][c][1] +
matrix[2][2][r] * matrix[nSourceMatrix][c][2];
}
}
@ -208,7 +217,7 @@ namespace olc
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][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();
@ -226,8 +235,8 @@ namespace olc
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][0] = 1.0f; matrix[2][1][0] = sx; matrix[2][2][0] = 0.0f;
matrix[2][0][1] = sy; 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();
}
@ -235,43 +244,45 @@ namespace olc
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;
matrix[2][0][0] = 1.0f; matrix[2][1][0] = 0.0f; matrix[2][2][0] = ox;
matrix[2][0][1] = 0.0f; matrix[2][1][1] = 1.0f; matrix[2][2][1] = oy;
matrix[2][0][2] = 0.0f; matrix[2][1][2] = 0.0f; 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];
out_x = in_x * matrix[nSourceMatrix][0][0] + in_y * matrix[nSourceMatrix][1][0] + matrix[nSourceMatrix][2][0];
out_y = in_x * matrix[nSourceMatrix][0][1] + in_y * matrix[nSourceMatrix][1][1] + matrix[nSourceMatrix][2][1];
}
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];
out_x = in_x * matrix[3][0][0] + in_y * matrix[3][1][0] + matrix[3][2][0];
out_y = in_x * matrix[3][0][1] + in_y * matrix[3][1][1] + matrix[3][2][1];
}
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 det = matrix[nSourceMatrix][0][0] * (matrix[nSourceMatrix][1][1] * matrix[nSourceMatrix][2][2] - matrix[nSourceMatrix][1][2] * matrix[nSourceMatrix][2][1]) -
matrix[nSourceMatrix][1][0] * (matrix[nSourceMatrix][0][1] * matrix[nSourceMatrix][2][2] - matrix[nSourceMatrix][2][1] * matrix[nSourceMatrix][0][2]) +
matrix[nSourceMatrix][2][0] * (matrix[nSourceMatrix][0][1] * matrix[nSourceMatrix][1][2] - matrix[nSourceMatrix][1][1] * matrix[nSourceMatrix][0][2]);
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][0][0] = (matrix[nSourceMatrix][1][1] * matrix[nSourceMatrix][2][2] - matrix[nSourceMatrix][1][2] * matrix[nSourceMatrix][2][1]) * idet;
matrix[3][1][0] = (matrix[nSourceMatrix][2][0] * matrix[nSourceMatrix][1][2] - matrix[nSourceMatrix][1][0] * matrix[nSourceMatrix][2][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;
matrix[3][0][1] = (matrix[nSourceMatrix][2][1] * matrix[nSourceMatrix][0][2] - matrix[nSourceMatrix][0][1] * matrix[nSourceMatrix][2][2]) * idet;
matrix[3][1][1] = (matrix[nSourceMatrix][0][0] * matrix[nSourceMatrix][2][2] - matrix[nSourceMatrix][2][0] * matrix[nSourceMatrix][0][2]) * idet;
matrix[3][2][1] = (matrix[nSourceMatrix][0][1] * matrix[nSourceMatrix][2][0] - matrix[nSourceMatrix][0][0] * matrix[nSourceMatrix][2][1]) * 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][2] = (matrix[nSourceMatrix][0][2] * matrix[nSourceMatrix][1][0] - matrix[nSourceMatrix][0][0] * matrix[nSourceMatrix][1][2]) * idet;
matrix[3][2][2] = (matrix[nSourceMatrix][0][0] * matrix[nSourceMatrix][1][1] - matrix[nSourceMatrix][0][1] * matrix[nSourceMatrix][1][0]) * idet;
bDirty = false;
}
}
}
}
#endif
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