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- added a linear transformation system to Shape2D so that things like…
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… rotations and scales can be changed without having to clear and push a large amount of data
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Gutawer authored and coelckers committed Jun 8, 2019
1 parent 246852b commit 324a720
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Showing 4 changed files with 127 additions and 6 deletions.
70 changes: 64 additions & 6 deletions src/rendering/2d/v_2ddrawer.cpp
Expand Up @@ -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;
Expand All @@ -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;
}

Expand Down Expand Up @@ -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)
{
Expand All @@ -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 )
Expand Down
24 changes: 24 additions & 0 deletions src/rendering/2d/v_2ddrawer.h
Expand Up @@ -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
Expand All @@ -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
Expand Down
29 changes: 29 additions & 0 deletions src/utility/vectors.h
Expand Up @@ -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);
Expand Down
10 changes: 10 additions & 0 deletions wadsrc/static/zscript/base.zs
Expand Up @@ -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
Expand All @@ -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 );
Expand Down

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