#ifndef DFPSR_ORTHO #define DFPSR_ORTHO #include "../../DFPSR/includeFramework.h" namespace dsr { using Direction = int32_t; static const Direction ortho_dir360 = 8; static const Direction ortho_dir315 = 7; static const Direction ortho_dir270 = 6; static const Direction ortho_dir225 = 5; static const Direction ortho_dir180 = 4; static const Direction ortho_dir135 = 3; static const Direction ortho_dir90 = 2; static const Direction ortho_dir45 = 1; static const Direction ortho_dir0 = 0; inline int correctDirection(Direction direction) { return (int32_t)((uint32_t)((int32_t)direction + (ortho_dir360 * 1024)) % ortho_dir360); } // World 3D units // Tile = Diameter from one side to another along a standard tile // Used for expressing exact tile indices in games so that information can be stored efficiently // Mini-Tile = Tile / miniUnitsPerTile // Used to express locations in 3D without relying too much on non-deterministic floats static constexpr int ortho_miniUnitsPerTile = 1024; static constexpr float ortho_tilesPerMiniUnit = 1.0f / (float)ortho_miniUnitsPerTile; int ortho_roundToTile(int miniCoordinate); IVector3D ortho_roundToTile(const IVector3D& miniPosition); float ortho_miniToFloatingTile(int miniCoordinate); FVector3D ortho_miniToFloatingTile(const IVector3D& miniPosition); int ortho_floatingTileToMini(float tileCoordinate); IVector3D ortho_floatingTileToMini(const FVector3D& tilePosition); // TODO: Make sure that every conversion is derived from a single pixel-rounded world-to-screen transform // Do this by letting it be the only argument for construction using integers // Everything else will simply be derived from it on construction struct OrthoView { public: // Unique integer for identifying the view int id = -1; // Direction for rotating sprites Direction worldDirection = ortho_dir0; // How are sprites in the world rotated relative to the camera's point of view // The rotating transform from normal-space to world-space. // Light-space is a superset of normal-space with the origin around the camera. (Almost like camera-space but with Y straight up) FMatrix3x3 normalToWorldSpace; // Pixel aligned space (To ensure that moving one tile has the same number of pixels each time) IVector2D pixelOffsetPerTileX; // How many pixels does a sprite move per tile in X. IVector2D pixelOffsetPerTileZ; // How many pixels does a sprite move per tile in Z. int yPixelsPerTile = 0; // How pixels in the depth buffer maps to world-space coordinates in whole floating tiles. FMatrix3x3 screenDepthToWorldSpace; FMatrix3x3 worldSpaceToScreenDepth; // How pixels in the depth buffer maps to light-space coordinates in whole floating tiles. // The origin is at the center of the image. // The X and Y axis gives tile offsets in light space along the screen without depth information. // The Z axis gives tile offset per mini-tile unit of height in the depth buffer. FMatrix3x3 screenDepthToLightSpace; FMatrix3x3 lightSpaceToScreenDepth; // Conversion systems between rounded pixels and XZ tiles along Y = 0 FMatrix2x2 roundedScreenPixelsToWorldTiles; // TODO: Replace with a screenToTile sub-set public: OrthoView() {} OrthoView(int id, const IVector2D roundedXAxis, const IVector2D roundedZAxis, int yPixelsPerTile, const FMatrix3x3 &normalToWorldSpace, Direction worldDirection); public: IVector2D miniTileOffsetToScreenPixel(const IVector3D& miniTileOffset) const; // Position is expressed in world space using mini units IVector2D miniTilePositionToScreenPixel(const IVector3D& position, const IVector2D& worldCenter) const; // Returns the 3D mini-tile units moved along the ground for the pixel offset // Only rotation and scaling for pixel offsets FVector3D pixelToTileOffset(const IVector2D& pixelOffset) const; IVector3D pixelToMiniOffset(const IVector2D& pixelOffset) const; // Returns the 3D mini-tile location for a certain pixel on the screen intersecting with the ground // Full transform for pixel locations IVector3D pixelToMiniPosition(const IVector2D& pixelLocation, const IVector2D& worldCenter) const; }; // How to use the orthogonal system // * Place tiles in whole tile integer units // Multiply directly with pixelOffsetPerTileX and pixelOffsetPerTileZ to get deterministic pixel offsets // * Define sprites in mini units (1 tile = ortho_miniUnitsPerTile mini units) // First multiply mini units with yPixelsPerTile, pixelOffsetPerTileX and pixelOffsetPerTileZ for each 3D coordinate // Then divide by ortho_miniUnitsPerTile, which most processors should have custom instructions for handling quickly // With enough bits in the integers, the result should be steady and not shake around randomly struct OrthoSystem { public: static constexpr int maxCameraAngles = 8; static constexpr float diag = 0.707106781f; // cos(45 degrees) = Sqrt(2) / 2 // Persistent settings float cameraTilt; // Camera coefficient. (-inf is straight down, -1 is diagonal down, 0 is horizontal) int pixelsPerTile; // The sideway length of a tile in pixels when seen from straight ahead. // Generated views OrthoView view[maxCameraAngles]; private: // Update generated settings from persistent settings // Enforces a valid orthogonal camera system void update(); public: OrthoSystem(); OrthoSystem(float cameraTilt, int pixelsPerTile); explicit OrthoSystem(const ReadableString& content); public: IVector2D miniTileOffsetToScreenPixel(const IVector3D& miniTileOffset, int cameraIndex) const { return this->view[cameraIndex].miniTileOffsetToScreenPixel(miniTileOffset); } // Position is expressed in world space using mini units IVector2D miniTilePositionToScreenPixel(const IVector3D& position, int cameraIndex, const IVector2D& worldCenter) const { return this->view[cameraIndex].miniTilePositionToScreenPixel(position, worldCenter); } public: // Returns the 3D mini-tile units moved along the ground for the pixel offset // Only rotation and scaling for pixel offsets FVector3D pixelToTileOffset(const IVector2D& pixelOffset, int cameraIndex) const { return this->view[cameraIndex].pixelToTileOffset(pixelOffset); } IVector3D pixelToMiniOffset(const IVector2D& pixelOffset, int cameraIndex) const { return this->view[cameraIndex].pixelToMiniOffset(pixelOffset); } // Returns the 3D mini-tile location for a certain pixel on the screen intersecting with the ground // Full transform for pixel locations IVector3D pixelToMiniPosition(const IVector2D& pixelLocation, int cameraIndex, const IVector2D& worldCenter) const { return this->view[cameraIndex].pixelToMiniPosition(pixelLocation, worldCenter); } }; } #endif