- 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:
Gutawer 2019-06-07 19:22:27 +01:00 committed by Christoph Oelckers
commit 324a720d56
4 changed files with 127 additions and 6 deletions

View file

@ -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 )