implement isometric renderer

This commit is contained in:
LabyStudio
2022-02-04 12:43:36 +01:00
parent c2262a43ff
commit a6f365225c
5 changed files with 217 additions and 0 deletions
+4
View File
@@ -54,6 +54,10 @@ window.Gui = class {
stack.save();
this.drawSprite(stack, texture, minU * 256, minV, 16, 16, 0, 0, 16, 16)
// let triangles = IsometricRenderer.createTriangles(new Point(0, 0), new Point(1, 0), new Point(0, 1), new Point(1, 1));
// IsometricRenderer.render(stack, texture, triangles);
stack.restore();
}
@@ -0,0 +1,178 @@
window.IsometricRenderer = class {
// http://jsfiddle.net/xzL58dha/3/
static render(stack, texture, triangle) {
IsometricRenderer.drawTriangle(
stack,
texture,
triangle.p0.x, triangle.p0.y,
triangle.p1.x, triangle.p1.y,
triangle.p2.x, triangle.p2.y,
triangle.t0.u, triangle.t0.v,
triangle.t1.u, triangle.t1.v,
triangle.t2.u, triangle.t2.v
);
}
static createTriangles(p1, p2, p3, p4) {
// clear triangles out
let triangles = [];
// generate subdivision
let subs = 7; // vertical subdivisions
let divs = 7; // horizontal subdivisions
let dx1 = p4.x - p1.x;
let dy1 = p4.y - p1.y;
let dx2 = p3.x - p2.x;
let dy2 = p3.y - p2.y;
let imgW = image.naturalWidth;
let imgH = image.naturalHeight;
for (let sub = 0; sub < subs; ++sub) {
let curRow = sub / subs;
let nextRow = (sub + 1) / subs;
let curRowX1 = p1.x + dx1 * curRow;
let curRowY1 = p1.y + dy1 * curRow;
let curRowX2 = p2.x + dx2 * curRow;
let curRowY2 = p2.y + dy2 * curRow;
let nextRowX1 = p1.x + dx1 * nextRow;
let nextRowY1 = p1.y + dy1 * nextRow;
let nextRowX2 = p2.x + dx2 * nextRow;
let nextRowY2 = p2.y + dy2 * nextRow;
for (let div = 0; div < divs; ++div) {
let curCol = div / divs;
let nextCol = (div + 1) / divs;
let dCurX = curRowX2 - curRowX1;
let dCurY = curRowY2 - curRowY1;
let dNextX = nextRowX2 - nextRowX1;
let dNextY = nextRowY2 - nextRowY1;
let p1x = curRowX1 + dCurX * curCol;
let p1y = curRowY1 + dCurY * curCol;
let p2x = curRowX1 + (curRowX2 - curRowX1) * nextCol;
let p2y = curRowY1 + (curRowY2 - curRowY1) * nextCol;
let p3x = nextRowX1 + dNextX * nextCol;
let p3y = nextRowY1 + dNextY * nextCol;
let p4x = nextRowX1 + dNextX * curCol;
let p4y = nextRowY1 + dNextY * curCol;
let u1 = curCol * imgW;
let u2 = nextCol * imgW;
let v1 = curRow * imgH;
let v2 = nextRow * imgH;
let triangle1 = new Triangle(
new Point(p1x - 1, p1y),
new Point(p3x + 2, p3y + 1),
new Point(p4x - 1, p4y + 1),
new TextCoord(u1, v1),
new TextCoord(u2, v2),
new TextCoord(u1, v2)
);
let triangle2 = new Triangle(
new Point(p1x - 2, p1y),
new Point(p2x + 1, p2y),
new Point(p3x + 1, p3y + 1),
new TextCoord(u1, v1),
new TextCoord(u2, v1),
new TextCoord(u2, v2)
);
triangles.push(triangle1);
triangles.push(triangle2);
}
}
return triangles;
}
static drawTriangle(stack, image, x0, y0, x1, y1, x2, y2, sx0, sy0, sx1, sy1, sx2, sy2) {
stack.save();
// Clip the output to the on-screen triangle boundaries.
stack.beginPath();
stack.moveTo(x0, y0);
stack.lineTo(x1, y1);
stack.lineTo(x2, y2);
stack.closePath();
//ctx.stroke();//xxxxxxx for wireframe
stack.clip();
/*
ctx.transform(m11, m12, m21, m22, dx, dy) sets the context transform matrix.
The context matrix is:
[ m11 m21 dx ]
[ m12 m22 dy ]
[ 0 0 1 ]
Coords are column vectors with a 1 in the z coord, so the transform is:
x_out = m11 * x + m21 * y + dx;
y_out = m12 * x + m22 * y + dy;
From Maxima, these are the transform values that map the source
coords to the dest coords:
sy0 (x2 - x1) - sy1 x2 + sy2 x1 + (sy1 - sy2) x0
[m11 = - -----------------------------------------------------,
sx0 (sy2 - sy1) - sx1 sy2 + sx2 sy1 + (sx1 - sx2) sy0
sy1 y2 + sy0 (y1 - y2) - sy2 y1 + (sy2 - sy1) y0
m12 = -----------------------------------------------------,
sx0 (sy2 - sy1) - sx1 sy2 + sx2 sy1 + (sx1 - sx2) sy0
sx0 (x2 - x1) - sx1 x2 + sx2 x1 + (sx1 - sx2) x0
m21 = -----------------------------------------------------,
sx0 (sy2 - sy1) - sx1 sy2 + sx2 sy1 + (sx1 - sx2) sy0
sx1 y2 + sx0 (y1 - y2) - sx2 y1 + (sx2 - sx1) y0
m22 = - -----------------------------------------------------,
sx0 (sy2 - sy1) - sx1 sy2 + sx2 sy1 + (sx1 - sx2) sy0
sx0 (sy2 x1 - sy1 x2) + sy0 (sx1 x2 - sx2 x1) + (sx2 sy1 - sx1 sy2) x0
dx = ----------------------------------------------------------------------,
sx0 (sy2 - sy1) - sx1 sy2 + sx2 sy1 + (sx1 - sx2) sy0
sx0 (sy2 y1 - sy1 y2) + sy0 (sx1 y2 - sx2 y1) + (sx2 sy1 - sx1 sy2) y0
dy = ----------------------------------------------------------------------]
sx0 (sy2 - sy1) - sx1 sy2 + sx2 sy1 + (sx1 - sx2) sy0
*/
// TODO: eliminate common subexpressions.
let denom = sx0 * (sy2 - sy1) - sx1 * sy2 + sx2 * sy1 + (sx1 - sx2) * sy0;
if (denom === 0) {
return;
}
let m11 = -(sy0 * (x2 - x1) - sy1 * x2 + sy2 * x1 + (sy1 - sy2) * x0) / denom;
let m12 = (sy1 * y2 + sy0 * (y1 - y2) - sy2 * y1 + (sy2 - sy1) * y0) / denom;
let m21 = (sx0 * (x2 - x1) - sx1 * x2 + sx2 * x1 + (sx1 - sx2) * x0) / denom;
let m22 = -(sx1 * y2 + sx0 * (y1 - y2) - sx2 * y1 + (sx2 - sx1) * y0) / denom;
let dx = (sx0 * (sy2 * x1 - sy1 * x2) + sy0 * (sx1 * x2 - sx2 * x1) + (sx2 * sy1 - sx1 * sy2) * x0) / denom;
let dy = (sx0 * (sy2 * y1 - sy1 * y2) + sy0 * (sx1 * y2 - sx2 * y1) + (sx2 * sy1 - sx1 * sy2) * y0) / denom;
stack.transform(m11, m12, m21, m22, dx, dy);
// Draw the whole image. Transform and clip will map it onto the
// correct output triangle.
//
// TODO: figure out if drawImage goes faster if we specify the rectangle that
// bounds the source coords.
stack.drawImage(image, 0, 0);
stack.restore();
};
}
@@ -0,0 +1,18 @@
window.Point = class {
constructor(x, y) {
this.x = x ? x : 0;
this.y = y ? y : 0;
}
length(point) {
point = point ? point : new Point();
let xs, ys;
xs = point.x - this.x;
xs = xs * xs;
ys = point.y - this.y;
ys = ys * ys;
return Math.sqrt(xs + ys);
}
}
@@ -0,0 +1,6 @@
window.TextCoord = class {
constructor(u, v) {
this.u = u ? u : 0;
this.v = v ? v : 0;
}
}
@@ -0,0 +1,11 @@
window.Triangle = class {
constructor(p0, p1, p2, t0, t1, t2) {
this.p0 = p0;
this.p1 = p1;
this.p2 = p2;
this.t0 = t0;
this.t1 = t1;
this.t2 = t2;
}
}