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- #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
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