mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-10 14:51:51 +00:00
- added a linear transformation system to Shape2D so that things like rotations and scales can be changed without having to clear and push a large amount of data
This commit is contained in:
parent
246852b7a7
commit
324a720d56
4 changed files with 127 additions and 6 deletions
|
@ -35,13 +35,61 @@
|
|||
|
||||
EXTERN_CVAR(Float, transsouls)
|
||||
|
||||
IMPLEMENT_CLASS(DShape2DTransform, false, false)
|
||||
|
||||
DEFINE_ACTION_FUNCTION(DShape2DTransform, Clear)
|
||||
{
|
||||
PARAM_SELF_PROLOGUE(DShape2DTransform);
|
||||
self->transform.Identity();
|
||||
return 0;
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(DShape2DTransform, Rotate)
|
||||
{
|
||||
PARAM_SELF_PROLOGUE(DShape2DTransform);
|
||||
PARAM_FLOAT(angle);
|
||||
self->transform = DMatrix3x3::Rotate2D(DEG2RAD(angle)) * self->transform;
|
||||
return 0;
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(DShape2DTransform, Scale)
|
||||
{
|
||||
PARAM_SELF_PROLOGUE(DShape2DTransform);
|
||||
PARAM_FLOAT(x);
|
||||
PARAM_FLOAT(y);
|
||||
self->transform = DMatrix3x3::Scale2D(DVector2(x, y)) * self->transform;
|
||||
return 0;
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(DShape2DTransform, Translate)
|
||||
{
|
||||
PARAM_SELF_PROLOGUE(DShape2DTransform);
|
||||
PARAM_FLOAT(x);
|
||||
PARAM_FLOAT(y);
|
||||
self->transform = DMatrix3x3::Translate2D(DVector2(x, y)) * self->transform;
|
||||
return 0;
|
||||
}
|
||||
|
||||
IMPLEMENT_CLASS(DShape2D, false, false)
|
||||
|
||||
DEFINE_ACTION_FUNCTION(DShape2D, SetTransform)
|
||||
{
|
||||
PARAM_SELF_PROLOGUE(DShape2D);
|
||||
PARAM_OBJECT(transform, DShape2DTransform);
|
||||
self->transform = transform->transform;
|
||||
self->dirty = true;
|
||||
return 0;
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(DShape2D, Clear)
|
||||
{
|
||||
PARAM_SELF_PROLOGUE(DShape2D);
|
||||
PARAM_INT(which);
|
||||
if ( which&C_Verts ) self->mVertices.Clear();
|
||||
if ( which&C_Verts )
|
||||
{
|
||||
self->mVertices.Clear();
|
||||
self->dirty = true;
|
||||
}
|
||||
if ( which&C_Coords ) self->mCoords.Clear();
|
||||
if ( which&C_Indices ) self->mIndices.Clear();
|
||||
return 0;
|
||||
|
@ -53,6 +101,7 @@ DEFINE_ACTION_FUNCTION(DShape2D, PushVertex)
|
|||
PARAM_FLOAT(x);
|
||||
PARAM_FLOAT(y);
|
||||
self->mVertices.Push(DVector2(x,y));
|
||||
self->dirty = true;
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
@ -380,13 +429,22 @@ void F2DDrawer::AddShape( FTexture *img, DShape2D *shape, DrawParms &parms )
|
|||
if (!img->isHardwareCanvas() && parms.remap != nullptr && !parms.remap->Inactive)
|
||||
dg.mTranslation = parms.remap;
|
||||
|
||||
if (shape->dirty) {
|
||||
if (shape->mVertices.Size() != shape->mTransformedVertices.Size())
|
||||
shape->mTransformedVertices.Resize(shape->mVertices.Size());
|
||||
for (int i = 0; i < dg.mVertCount; i++) {
|
||||
shape->mTransformedVertices[i] = (shape->transform * DVector3(shape->mVertices[i], 1.0)).XY();
|
||||
}
|
||||
shape->dirty = false;
|
||||
}
|
||||
|
||||
double minx = 16383, miny = 16383, maxx = -16384, maxy = -16384;
|
||||
for ( int i=0; i<dg.mVertCount; i++ )
|
||||
{
|
||||
if ( shape->mVertices[i].X < minx ) minx = shape->mVertices[i].X;
|
||||
if ( shape->mVertices[i].Y < miny ) miny = shape->mVertices[i].Y;
|
||||
if ( shape->mVertices[i].X > maxx ) maxx = shape->mVertices[i].X;
|
||||
if ( shape->mVertices[i].Y > maxy ) maxy = shape->mVertices[i].Y;
|
||||
if ( shape->mTransformedVertices[i].X < minx ) minx = shape->mTransformedVertices[i].X;
|
||||
if ( shape->mTransformedVertices[i].Y < miny ) miny = shape->mTransformedVertices[i].Y;
|
||||
if ( shape->mTransformedVertices[i].X > maxx ) maxx = shape->mTransformedVertices[i].X;
|
||||
if ( shape->mTransformedVertices[i].Y > maxy ) maxy = shape->mTransformedVertices[i].Y;
|
||||
}
|
||||
if (minx < (double)parms.lclip || miny < (double)parms.uclip || maxx >(double)parms.rclip || maxy >(double)parms.dclip)
|
||||
{
|
||||
|
@ -402,7 +460,7 @@ void F2DDrawer::AddShape( FTexture *img, DShape2D *shape, DrawParms &parms )
|
|||
dg.mVertIndex = (int)mVertices.Reserve(dg.mVertCount);
|
||||
TwoDVertex *ptr = &mVertices[dg.mVertIndex];
|
||||
for ( int i=0; i<dg.mVertCount; i++ )
|
||||
ptr[i].Set(shape->mVertices[i].X, shape->mVertices[i].Y, 0, shape->mCoords[i].X, shape->mCoords[i].Y, vertexcolor);
|
||||
ptr[i].Set(shape->mTransformedVertices[i].X, shape->mTransformedVertices[i].Y, 0, shape->mCoords[i].X, shape->mCoords[i].Y, vertexcolor);
|
||||
dg.mIndexIndex = mIndices.Size();
|
||||
dg.mIndexCount += shape->mIndices.Size();
|
||||
for ( int i=0; i<int(shape->mIndices.Size()); i+=3 )
|
||||
|
|
|
@ -9,6 +9,18 @@
|
|||
|
||||
struct DrawParms;
|
||||
|
||||
class DShape2DTransform : public DObject
|
||||
{
|
||||
|
||||
DECLARE_CLASS(DShape2DTransform, DObject)
|
||||
public:
|
||||
DShape2DTransform()
|
||||
{
|
||||
transform.Identity();
|
||||
}
|
||||
DMatrix3x3 transform;
|
||||
};
|
||||
|
||||
// intermediate struct for shape drawing
|
||||
|
||||
enum EClearWhich
|
||||
|
@ -23,9 +35,21 @@ class DShape2D : public DObject
|
|||
|
||||
DECLARE_CLASS(DShape2D,DObject)
|
||||
public:
|
||||
DShape2D()
|
||||
{
|
||||
transform.Identity();
|
||||
}
|
||||
|
||||
TArray<int> mIndices;
|
||||
TArray<DVector2> mVertices;
|
||||
TArray<DVector2> mCoords;
|
||||
|
||||
DMatrix3x3 transform;
|
||||
|
||||
// dirty stores whether we need to re-apply the transformation
|
||||
// otherwise it uses the cached values
|
||||
bool dirty = true;
|
||||
TArray<DVector2> mTransformedVertices;
|
||||
};
|
||||
|
||||
class F2DDrawer
|
||||
|
|
|
@ -979,6 +979,35 @@ Outside comments: A faster version with only 10 (not 24) multiplies.
|
|||
|
||||
TMatrix3x3(const Vector3 &axis, TAngle<vec_t> degrees);
|
||||
|
||||
static TMatrix3x3 Rotate2D(double radians)
|
||||
{
|
||||
double c = g_cos(radians);
|
||||
double s = g_sin(radians);
|
||||
TMatrix3x3 ret;
|
||||
ret.Cells[0][0] = c; ret.Cells[0][1] = -s; ret.Cells[0][2] = 0;
|
||||
ret.Cells[1][0] = s; ret.Cells[1][1] = c; ret.Cells[1][2] = 0;
|
||||
ret.Cells[2][0] = 0; ret.Cells[2][1] = 0; ret.Cells[2][2] = 1;
|
||||
return ret;
|
||||
}
|
||||
|
||||
static TMatrix3x3 Scale2D(TVector2<vec_t> scaleVec)
|
||||
{
|
||||
TMatrix3x3 ret;
|
||||
ret.Cells[0][0] = scaleVec.X; ret.Cells[0][1] = 0; ret.Cells[0][2] = 0;
|
||||
ret.Cells[1][0] = 0; ret.Cells[1][1] = scaleVec.Y; ret.Cells[1][2] = 0;
|
||||
ret.Cells[2][0] = 0; ret.Cells[2][1] = 0; ret.Cells[2][2] = 1;
|
||||
return ret;
|
||||
}
|
||||
|
||||
static TMatrix3x3 Translate2D(TVector2<vec_t> translateVec)
|
||||
{
|
||||
TMatrix3x3 ret;
|
||||
ret.Cells[0][0] = 1; ret.Cells[0][1] = 0; ret.Cells[0][2] = translateVec.X;
|
||||
ret.Cells[1][0] = 0; ret.Cells[1][1] = 1; ret.Cells[1][2] = translateVec.Y;
|
||||
ret.Cells[2][0] = 0; ret.Cells[2][1] = 0; ret.Cells[2][2] = 1;
|
||||
return ret;
|
||||
}
|
||||
|
||||
void Zero()
|
||||
{
|
||||
memset (this, 0, sizeof *this);
|
||||
|
|
|
@ -193,6 +193,14 @@ enum DrawTextureTags
|
|||
DTA_Monospace, // Strings only: Use a fixed distance between characters.
|
||||
};
|
||||
|
||||
class Shape2DTransform : Object native
|
||||
{
|
||||
native void Clear();
|
||||
native void Rotate(double angle);
|
||||
native void Scale(Vector2 scaleVec);
|
||||
native void Translate(Vector2 translateVec);
|
||||
}
|
||||
|
||||
class Shape2D : Object native
|
||||
{
|
||||
enum EClearWhich
|
||||
|
@ -202,6 +210,8 @@ class Shape2D : Object native
|
|||
C_Indices = 4,
|
||||
};
|
||||
|
||||
native void SetTransform(Shape2DTransform transform);
|
||||
|
||||
native void Clear( int which = C_Verts|C_Coords|C_Indices );
|
||||
native void PushVertex( Vector2 v );
|
||||
native void PushCoord( Vector2 c );
|
||||
|
|
Loading…
Reference in a new issue