Rotate sprite & sub-sprite about origin
Some checks failed
Run ReCI Build Test / Explore-Gitea-Actions (push) Failing after 5m24s

This commit is contained in:
2024-09-08 21:52:49 -04:00
parent d15b3f660d
commit e809b1b665
3 changed files with 50 additions and 38 deletions

View File

@@ -92,22 +92,20 @@ namespace JGL {
/// Draws an outline of a rectangle on the screen.
void OutlineRect(const Color4& color, const Vector2& pos, const Vector2& size, float thickness = 1);
/// Draws a sprite to the screen by passing a GLuint that represents a handle to a loaded texture.
/// Draws a sprite to the screen by passing a G̶L̶u̶i̶n̶t̶ JGL Texture that represents a handle to a loaded texture.
/// @param texture
/// @param position
/// @param origin The center point around which the image should have all transformations applied to it.
/// @param scale The scale transformation for the image. X and Y axis are independently-scalable.
/// @param rad_rotation A float representing the rotation of the sprite where 0 is no rotation and 1 is the maximum rotation (would look the same as 0).
/// @param color A 32-bit RGBA value represented as four unsigned 8-bit integers.
/// @param inversion
/// @param inversion inverts the texture only.
/// @see class Texture
void DrawSprite(const Texture& texture,
const Vector2& position,
const Vector2& origin = Vector2(0,0),
const Vector2& scale = Vector2(1,1),
const Color4& color = Colors::White,
Inversion inversion = Inversion::None);
void DrawSprite(const Texture& texture, const Vector2& position, float rad_rotation = 0, const Vector2& origin = Vector2(0,0),
const Vector2& scale = Vector2(1,1), const Color4& color = Colors::White, Inversion inversion = Inversion::None);
void DrawSprite(const Texture& texture,
float positionX, float positionY,
float rad_rotation = 0,
float originX = 0, float originY = 0,
float scaleX = 1, float scaleY = 1,
const Color4& color = Colors::White,
@@ -122,10 +120,10 @@ namespace JGL {
/// @param scale
/// @param color
/// @param inversion
void DrawPartialSprite(const Texture& texture, const Vector2& position, const Vector2& sub_texture_position, const Vector2& sub_texture_size,
void DrawPartialSprite(const Texture& texture, const Vector2& position, const Vector2& sub_texture_position, const Vector2& sub_texture_size, float rad_rotation = 0,
const Vector2& origin = Vector2(0,0), const Vector2& scale = Vector2(1, 1), const Color4& color = Colors::White, Inversion inversion = Inversion::None);
void DrawPartialSprite(const Texture& texture, float positionX, float positionY, float sub_texture_positionX, float sub_texture_positionY, unsigned int sub_texture_sizeX, unsigned int sub_texture_sizeY,
float originX = 0, float originY = 0, float scaleX = 1, float scaleY = 1, const Color4& color = Colors::White, Inversion inversion = Inversion::None);
float rad_rotation = 0, float originX = 0, float originY = 0, float scaleX = 1, float scaleY = 1, const Color4& color = Colors::White, Inversion inversion = Inversion::None);
/// Draws a non axis-aligned fill rect to the screen.
@@ -200,7 +198,6 @@ namespace JGL {
void End();
void SetMatrix(const std::vector<GLfloat>& matrix, const Vector2& window_size);
void DrawLine(const Color4& color, const Vector3& A, const Vector3& B, float thickness = 1);
void DrawLine(const Color3& color, const Vector3& A, const Vector3& B, float thickness = 1);
void FillSphere(const Color3& color, const Sphere& sphere);
void WireframeSphere(const Color3& color, const Sphere& sphere, float thickness = 1);
void FillOBB(const Color3& color, const OBB& obb);

View File

@@ -140,6 +140,7 @@ public:
Vector3 textAngle = {0,0,0};
float fov = 90;
float sprite_radians = 0;
bool fov_increasing = true;
unsigned long long frames = 0;
bool framerate_measurement = false;
@@ -162,26 +163,26 @@ public:
fov_increasing = true;
J3D::ChangeFOV(fov);
sprite_radians += 0.05;
textAngle.y += 2.0f;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
camera->render();
///All 3D elements of the scene and JGL elements *must* be rendered before the 2d stuff.
J3D::Begin();
J3D::DrawLine(Colors::Red, {-0.33,-0.125,1}, {-1,-0.125,1});
J3D::DrawLine(Colors::Red, {-0.33,-0.125,1}, {-0.33,0.25,1});
J3D::DrawString(Colors::Red, "JGL Sample Text", {-0.33, -0.1, 1.0f}, 1.f, 32, FreeSans, textAngle);
J3D::DrawString(Colors::Red, "JGL Sample Text", {-0.33, -0.1, 1.0f}, 1.f, 32, FreeSans, textAngle, true);
J3D::End();
J2D::Begin();
J2D::FillQuad(Color4(Colors::Red), {500, 52}, {500, 152}, {600, 152}, {600, 52});
J2D::FillRect(Colors::Blue, {0,52}, {100,100});
J2D::DrawSprite(*image, {252, 252}, {0.5, 0.5});
J2D::DrawPartialSprite(*image, {200, 252}, image->GetDimensions() * 0.25, image->GetDimensions() * 0.75, {0.5, 0.5});
J2D::DrawSprite(*image, {252, 252}, sprite_radians, {0.5, 0.5});
J2D::DrawPartialSprite(*image, {200, 252}, image->GetDimensions() * 0.25, image->GetDimensions() * 0.75, sprite_radians, {0.5, 0.5});
J2D::FillRect(Colors::Pinks::HotPink, {68, 120}, {32, 32});
J2D::FillGradientRect(Colors::Red, Colors::Blue, Gradient::DiagonalBottomLeft, {100,52}, {100,100});
J2D::FillRoundedRect(Colors::Red, {200, 52}, {100, 100}, 8, 8);

View File

@@ -135,7 +135,7 @@ namespace JGL {
inJ2D = false;
}
void J2D::DrawSprite(const Texture& texture, const Vector2& pos, const Vector2& origin, const Vector2& scale, const Color4& color, Inversion inversion) {
void J2D::DrawSprite(const Texture& texture, const Vector2& pos, float rad_rotation, const Vector2& origin, const Vector2& scale, const Color4& color, Inversion inversion) {
if (!inJ2D)
jlog::Error("Drawing J2D element before J2D begin.");
@@ -148,18 +148,26 @@ namespace JGL {
// Factors in scaling and origin correctly.
// i.e. to render at 2x size, from the center, at coords XY, use {2, 2} scale, and {0.5, 0.5} offset.
const Vector2 offset = origin * size;
Vector2 pos2 = pos - offset * scale;
Vector2 scaled_size = scale * size;
Vector2 size2 = scaled_size;
float cos_theta = std::cos(rad_rotation);
float sin_theta = std::sin(rad_rotation);
const Vector2 vertices[] = {
pos2, // Top-left vertex
{pos2.x, pos2.y + size2.y}, // Bottom-left
{pos2.x + size2.x, pos2.y + size2.y}, // Bottom-right
{pos2.x + size2.x, pos2.y} // Top-right
std::array<Vector2, 4> vertices =
{
pos2, // Top-left vertex
{pos2.x, pos2.y + size2.y}, // Bottom-left
{pos2.x + size2.x, pos2.y + size2.y}, // Bottom-right
{pos2.x + size2.x, pos2.y} // Top-right
};
//Rotate the vertices about the origin by float rad_rotation.
if (rad_rotation != 0)
for (auto& v : vertices)
v = { (v.x - pos2.x - offset.x * scale.x) * cos_theta - (v.y - pos2.y - offset.y * scale.y) * sin_theta + pos2.x + offset.x * scale.x, (v.x - pos2.x - offset.x * scale.x) * sin_theta + (v.y - pos2.y - offset.y * scale.y) * cos_theta + pos2.y + offset.y * scale.y};
if (inversion& Inversion::Vertical)
textureCoordinates = {Vector2(0, 1), Vector2(0, 0), Vector2(1, 0), Vector2(1, 1)};
if (inversion& Inversion::Horizontal)
@@ -169,7 +177,7 @@ namespace JGL {
glColor4ubv(color.ptr());
glBindTexture(GL_TEXTURE_2D, texture.GetGLTextureHandle());
glVertexPointer(2, GL_FLOAT, sizeof(Vector2), vertices);
glVertexPointer(2, GL_FLOAT, sizeof(Vector2), vertices.data());
glTexCoordPointer(2, GL_FLOAT, sizeof(Vector2), textureCoordinates.data());
glDrawArrays(GL_QUADS, 0, 4);
glBindTexture(GL_TEXTURE_2D, 0);
@@ -177,16 +185,17 @@ namespace JGL {
}
void J2D::DrawSprite(const Texture& texture, float positionX, float positionY, float originX, float originY, float scaleX, float scaleY, const Color4& color, Inversion inversion)
void J2D::DrawSprite(const Texture& texture, float positionX, float positionY, float rad_rotation, float originX, float originY, float scaleX, float scaleY, const Color4& color, Inversion inversion)
{
DrawSprite(texture,
{positionX, positionY},
rad_rotation,
{originX, originY},
{scaleX, scaleY},
color, inversion);
}
void J2D::DrawPartialSprite(const Texture& texture, const Vector2& position, const Vector2& sub_texture_position, const Vector2& sub_texture_size, const Vector2& origin, const Vector2& scale, const Color4& color, Inversion inversion) {
void J2D::DrawPartialSprite(const Texture& texture, const Vector2& position, const Vector2& sub_texture_position, const Vector2& sub_texture_size, float rad_rotation, const Vector2& origin, const Vector2& scale, const Color4& color, Inversion inversion) {
if (!inJ2D)
jlog::Error("Drawing J2D element before J2D begin.");
@@ -216,17 +225,25 @@ namespace JGL {
Vector2 pos2 = position - offset * scale;
Vector2 scaled_size = scale * sub_texture_size;
Vector2 size2 = scaled_size;
float cos_theta = std::cos(rad_rotation);
float sin_theta = std::sin(rad_rotation);
const Vector2 vertices[] = {
pos2, // Top-left
{pos2.x, pos2.y + size2.y}, // Bottom-left
{pos2.x + size2.x, pos2.y + size2.y},// Bottom-right
{pos2.x + size2.x, pos2.y} // Top-right
std::array<Vector2, 4> vertices =
{
pos2, // Top-left
{pos2.x, pos2.y + size2.y}, // Bottom-left
{pos2.x + size2.x, pos2.y + size2.y},// Bottom-right
{pos2.x + size2.x, pos2.y} // Top-right
};
//Rotate the vertices about the origin by float rad_rotation.
if (rad_rotation != 0)
for (auto& v : vertices)
v = { (v.x - pos2.x - offset.x * scale.x) * cos_theta - (v.y - pos2.y - offset.y * scale.y) * sin_theta + pos2.x + offset.x * scale.x, (v.x - pos2.x - offset.x * scale.x) * sin_theta + (v.y - pos2.y - offset.y * scale.y) * cos_theta + pos2.y + offset.y * scale.y};
glColor4ubv(color.ptr());
glBindTexture(GL_TEXTURE_2D, texture.GetGLTextureHandle());
glVertexPointer(2, GL_FLOAT, sizeof(Vector2), vertices);
glVertexPointer(2, GL_FLOAT, sizeof(Vector2), vertices.data());
glTexCoordPointer(2, GL_FLOAT, 0, textureCoordinates.data());
glDrawArrays(GL_QUADS, 0, 4);
glBindTexture(GL_TEXTURE_2D, 0);
@@ -234,10 +251,10 @@ namespace JGL {
}
void J2D::DrawPartialSprite(const JGL::Texture& texture, float positionX, float positionY, float sub_texture_positionX, float sub_texture_positionY, unsigned int sub_texture_sizeX,
unsigned int sub_texture_sizeY, float originX,float originY, float scaleX, float scaleY, const Color4& color,JGL::Inversion inversion) {
unsigned int sub_texture_sizeY, float originX,float originY, float rad_rotation, float scaleX, float scaleY, const Color4& color,JGL::Inversion inversion) {
J2D::DrawPartialSprite(texture, {positionX, positionY}, {sub_texture_positionX, sub_texture_positionY},
{(float) sub_texture_sizeX, (float) sub_texture_sizeY}, {originX, originY}, {scaleX, scaleY}, color, inversion);
{(float) sub_texture_sizeX, (float) sub_texture_sizeY}, rad_rotation, {originX, originY}, {scaleX, scaleY}, color, inversion);
}
void J2D::FillQuad(const Color4& color, const Vector2& v1, const Vector2& v2, const Vector2& v3, const Vector2& v4) {
@@ -577,7 +594,8 @@ namespace JGL {
if (!inJ2D)
inJ3D = true;
else { jlog::Error("Can't begin J3D context inside J2D context."); }
else
jlog::Error("Can't begin J3D context inside J2D context.");
}
void J3D::End() {
@@ -613,8 +631,4 @@ namespace JGL {
glDrawArrays(GL_LINES, 0, 2);
glColor4fv(baseColor);
}
void J3D::DrawLine(const Color3& color, const Vector3& A, const Vector3& B, float thickness) {
J3D::DrawLine({color.r, color.g, color.b, 255}, A, B, thickness);
}
}