Use more explicit vector math via method overloads

This commit is contained in:
Jonas Kulla 2015-02-10 16:42:32 +01:00
parent a4b1be1da5
commit 87462fd7b0
11 changed files with 148 additions and 122 deletions

View File

@ -79,19 +79,68 @@ struct Vec2i
: x(x), y(y)
{}
explicit Vec2i(int xy)
: x(xy), y(xy)
{}
bool operator==(const Vec2i &other) const
{
return x == other.x && y == other.y;
}
Vec2i &operator+=(const Vec2i &other)
Vec2i &operator+=(const Vec2i &value)
{
x += other.x;
y += other.y;
x += value.x;
y += value.y;
return *this;
}
Vec2i &operator-=(const Vec2i &value)
{
x -= value.x;
y -= value.y;
return *this;
}
Vec2i operator+(const Vec2i &value) const
{
return Vec2i(x + value.x, y + value.y);
}
Vec2i operator-(const Vec2i &value) const
{
return Vec2i(x - value.x, y - value.y);
}
template<typename T>
Vec2i operator*(T value) const
{
return Vec2i(x * value, y * value);
}
template<typename T>
Vec2i operator/(T value) const
{
return Vec2i(x / value, y / value);
}
Vec2i operator%(int value) const
{
return Vec2i(x % value, y % value);
}
Vec2i operator-() const
{
return Vec2i(-x, -y);
}
Vec2i operator!() const
{
return Vec2i(!x, !y);
}
operator Vec2() const
{
return Vec2(x, y);
@ -113,6 +162,14 @@ struct IntRect : SDL_Rect
this->h = h;
}
IntRect(const Vec2i &pos, const Vec2i &size)
{
x = pos.x;
y = pos.y;
w = size.x;
h = size.y;
}
bool operator==(const IntRect &other) const
{
return (x == other.x && y == other.y &&
@ -129,10 +186,16 @@ struct IntRect : SDL_Rect
return Vec2i(w, h);
}
operator SDL_Rect() const
void setPos(const Vec2i &value)
{
SDL_Rect r = { x, y, w, h };
return r;
x = value.x;
y = value.y;
}
void setSize(const Vec2i &value)
{
w = value.x;
h = value.y;
}
bool encloses(const IntRect &o) const
@ -176,35 +239,10 @@ struct FloatRect
Vec2 topRight() const { return Vec2(x+w, y); }
Vec2 bottomRight() const { return Vec2(x+w, y+h); }
void shrinkHalf()
{
x += 0.5;
y += 0.5;
w -= 1.0;
h -= 1.0;
}
FloatRect vFlipped() const
{
return FloatRect(x, y+h, w, -h);
}
FloatRect hFlipped() const
{
return FloatRect(x+w, y, -w, h);
}
Vec2 corner(int i) const
{
switch (i)
{
case 0 : return topLeft();
case 1 : return topRight();
case 2 : return bottomRight();
case 3 : return bottomLeft();
default : return Vec2();
}
}
};
/* Value between 0 and 255 with internal

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@ -90,8 +90,8 @@ struct PlanePrivate
if (gl.npot_repeat)
{
FloatRect srcRect;
srcRect.x = (sceneGeo.xOrigin + ox) / zoomX;
srcRect.y = (sceneGeo.yOrigin + oy) / zoomY;
srcRect.x = (sceneGeo.orig.x + ox) / zoomX;
srcRect.y = (sceneGeo.orig.y + oy) / zoomY;
srcRect.w = sceneGeo.rect.w / zoomX;
srcRect.h = sceneGeo.rect.h / zoomY;

View File

@ -23,10 +23,7 @@
#include "sharedstate.h"
Scene::Scene()
{
geometry.xOrigin = geometry.yOrigin = 0;
geometry.rect = IntRect();
}
{}
Scene::~Scene()
{

View File

@ -39,8 +39,16 @@ class Scene
public:
struct Geometry
{
int xOrigin, yOrigin;
/* Position and size relative to parent */
IntRect rect;
/* Origin of contents */
Vec2i orig;
Vec2i offset() const
{
return rect.pos() - orig;
}
};
Scene();

View File

@ -57,7 +57,7 @@ struct SpritePrivate
NormValue opacity;
BlendType blendType;
SDL_Rect sceneRect;
IntRect sceneRect;
Vec2i sceneOrig;
/* Would this sprite be visible on
@ -183,9 +183,8 @@ struct SpritePrivate
return;
}
SDL_Rect self;
self.x = trans.getPosition().x - (trans.getOrigin().x + sceneOrig.x);
self.y = trans.getPosition().y - (trans.getOrigin().y + sceneOrig.y);
IntRect self;
self.setPos(trans.getPositionI() - (trans.getOriginI() + sceneOrig));
self.w = bitmap->width();
self.h = bitmap->height();
@ -577,15 +576,10 @@ void Sprite::onGeometryChange(const Scene::Geometry &geo)
{
/* Offset at which the sprite will be drawn
* relative to screen origin */
int xOffset = geo.rect.x - geo.xOrigin;
int yOffset = geo.rect.y - geo.yOrigin;
p->trans.setGlobalOffset(geo.offset());
p->trans.setGlobalOffset(xOffset, yOffset);
p->sceneRect.w = geo.rect.w;
p->sceneRect.h = geo.rect.h;
p->sceneOrig.x = geo.xOrigin;
p->sceneOrig.y = geo.yOrigin;
p->sceneRect.setSize(geo.rect.size());
p->sceneOrig = geo.orig;
}
void Sprite::releaseResources()

View File

@ -442,15 +442,13 @@ struct TilemapPrivate
void updateSceneGeometry(const Scene::Geometry &geo)
{
elem.sceneOffset.x = geo.rect.x - geo.xOrigin;
elem.sceneOffset.y = geo.rect.y - geo.yOrigin;
elem.sceneOffset = geo.offset();
elem.sceneGeo = geo;
}
void updatePosition()
{
dispPos.x = -(offset.x - viewpPos.x * 32) + elem.sceneOffset.x;
dispPos.y = -(offset.y - viewpPos.y * 32) + elem.sceneOffset.y;
dispPos = -(offset - viewpPos * 32) + elem.sceneOffset;
}
void invalidateAtlasSize()

View File

@ -366,11 +366,10 @@ struct TilemapVXPrivate : public ViewportElement, TileAtlasVX::Reader
void onGeometryChange(const Scene::Geometry &geo)
{
mapViewp.w = (geo.rect.w / 32) + !!(geo.rect.w % 32) + 1;
mapViewp.h = (geo.rect.h / 32) + !!(geo.rect.h % 32) + 1;
const Vec2i geoSize = geo.rect.size();
mapViewp.setSize((geoSize / 32) + !!(geoSize % 32) + Vec2i(1));
sceneOffset.x = geo.rect.x - geo.xOrigin;
sceneOffset.y = geo.rect.y - geo.yOrigin;
sceneOffset = geo.offset();
sceneGeo = geo;
buffersDirty = true;

View File

@ -58,7 +58,6 @@ public:
Transform()
: scale(1, 1),
rotation(0),
xOffset(0), yOffset(0),
dirty(true)
{
memset(matrix, 0, sizeof(matrix));
@ -68,38 +67,47 @@ public:
}
Vec2 &getPosition() { return position; }
Vec2 &getScale() { return scale; }
Vec2 &getOrigin() { return origin; }
Vec2 &getScale() { return scale; }
float getRotation() { return rotation; }
Vec2i getPositionI() const
{
return Vec2i(position.x, position.y);
}
Vec2i getOriginI() const
{
return Vec2i(origin.x, origin.y);
}
void setPosition(const Vec2 &value)
{
position = value;
dirty = true;
}
void setScale(const Vec2 &value)
{
scale = value;
dirty = true;
}
void setOrigin(const Vec2 &value)
{
origin = value;
dirty = true;
}
void setScale(const Vec2 &value)
{
scale = value;
dirty = true;
}
void setRotation(float value)
{
rotation = value;
dirty = true;
}
void setGlobalOffset(int x, int y)
void setGlobalOffset(const Vec2i &value)
{
xOffset = x;
yOffset = y;
offset = value;
dirty = true;
}
@ -129,8 +137,8 @@ private:
float syc = scale.y * cosine;
float sxs = scale.x * sine;
float sys = scale.y * sine;
float tx = -origin.x * sxc - origin.y * sys + position.x + xOffset;
float ty = origin.x * sxs - origin.y * syc + position.y + yOffset;
float tx = -origin.x * sxc - origin.y * sys + position.x + offset.x;
float ty = origin.x * sxs - origin.y * syc + position.y + offset.y;
matrix[0] = sxc;
matrix[1] = -sxs;
@ -146,7 +154,7 @@ private:
float rotation;
/* Silently added to position */
int xOffset, yOffset;
Vec2i offset;
float matrix[16];

View File

@ -144,8 +144,8 @@ void Viewport::update()
Flashable::update();
}
DEF_ATTR_RD_SIMPLE(Viewport, OX, int, geometry.xOrigin)
DEF_ATTR_RD_SIMPLE(Viewport, OY, int, geometry.yOrigin)
DEF_ATTR_RD_SIMPLE(Viewport, OX, int, geometry.orig.x)
DEF_ATTR_RD_SIMPLE(Viewport, OY, int, geometry.orig.y)
DEF_ATTR_SIMPLE(Viewport, Rect, Rect&, *p->rect)
DEF_ATTR_SIMPLE(Viewport, Color, Color&, *p->color)
@ -155,10 +155,10 @@ void Viewport::setOX(int value)
{
guardDisposed();
if (geometry.xOrigin == value)
if (geometry.orig.x == value)
return;
geometry.xOrigin = value;
geometry.orig.x = value;
notifyGeometryChange();
}
@ -166,10 +166,10 @@ void Viewport::setOY(int value)
{
guardDisposed();
if (geometry.yOrigin == value)
if (geometry.orig.y == value)
return;
geometry.yOrigin = value;
geometry.orig.y = value;
notifyGeometryChange();
}

View File

@ -471,16 +471,15 @@ struct WindowPrivate
i += TileQuads::buildFrame(effectRect, cursorVert.vert);
}
/* Scroll arrows */
int scrollLRY = (size.y - 16) / 2;
int scrollTBX = (size.x - 16) / 2;
/* Scroll arrow position: Top Bottom X, Left Right Y */
const Vec2i scroll = (size - Vec2i(16)) / 2;
Sides<IntRect> scrollArrows;
scrollArrows.l = IntRect(4, scrollLRY, 8, 16);
scrollArrows.r = IntRect(size.x - 12, scrollLRY, 8, 16);
scrollArrows.t = IntRect(scrollTBX, 4, 16, 8);
scrollArrows.b = IntRect(scrollTBX, size.y - 12, 16, 8);
scrollArrows.l = IntRect(4, scroll.y, 8, 16);
scrollArrows.r = IntRect(size.x - 12, scroll.y, 8, 16);
scrollArrows.t = IntRect(scroll.x, 4, 16, 8);
scrollArrows.b = IntRect(scroll.x, size.y - 12, 16, 8);
if (contents)
{
@ -557,13 +556,10 @@ struct WindowPrivate
if (size == Vec2i(0, 0))
return;
Vec2i trans(position.x + sceneOffset.x,
position.y + sceneOffset.y);
SimpleAlphaShader &shader = shState->shaders().simpleAlpha;
shader.bind();
shader.applyViewportProj();
shader.setTranslation(trans);
shader.setTranslation(position + sceneOffset);
if (useBaseTex)
{
@ -598,12 +594,11 @@ struct WindowPrivate
controlsVertDirty = false;
}
/* Actual on screen coordinates */
int effectX = position.x + sceneOffset.x;
int effectY = position.y + sceneOffset.y;
/* Effective on screen coordinates */
const Vec2i efPos = position + sceneOffset;
IntRect windowRect(effectX, effectY, size.x, size.y);
IntRect contentsRect(effectX+16, effectY+16, size.x-32, size.y-32);
const IntRect windowRect(efPos, size);
const IntRect contentsRect(efPos + Vec2i(16), size - Vec2i(32));
glState.scissorTest.pushSet(true);
glState.scissorBox.push();
@ -615,7 +610,7 @@ struct WindowPrivate
if (!nullOrDisposed(windowskin))
{
shader.setTranslation(Vec2i(effectX, effectY));
shader.setTranslation(efPos);
/* Draw arrows / cursors */
windowskin->bindTex(shader);
@ -631,9 +626,7 @@ struct WindowPrivate
/* Draw contents bitmap */
glState.scissorBox.setIntersect(contentsRect);
effectX += 16-contentsOffset.x;
effectY += 16-contentsOffset.y;
shader.setTranslation(Vec2i(effectX, effectY));
shader.setTranslation(efPos + (Vec2i(16) - contentsOffset));
contents->bindTex(shader);
contentsQuad.draw();
@ -876,8 +869,7 @@ void Window::draw()
void Window::onGeometryChange(const Scene::Geometry &geo)
{
p->sceneOffset.x = geo.rect.x - geo.xOrigin;
p->sceneOffset.y = geo.rect.y - geo.yOrigin;
p->sceneOffset = geo.offset();
}
void Window::setZ(int value)

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@ -506,15 +506,15 @@ struct WindowVXPrivate
void rebuildCtrlVert()
{
const int arrowTBX = (geo.w - 16) / 2;
const int arrowLRY = (geo.h - 16) / 2;
/* Scroll arrow position: Top Bottom X, Left Right Y */
const Vec2i arrow = (geo.size() - Vec2i(16)) / 2;
const Sides<FloatRect> arrowPos =
{
FloatRect( 4, arrowLRY, 8, 16 ), /* Left */
FloatRect( geo.w - 12, arrowLRY, 8, 16 ), /* Right */
FloatRect( arrowTBX, 4, 16, 8 ), /* Top */
FloatRect( arrowTBX, geo.h - 12, 16, 8 ) /* Bottom */
FloatRect( 4, arrow.y, 8, 16 ), /* Left */
FloatRect( geo.w - 12, arrow.y, 8, 16 ), /* Right */
FloatRect( arrow.x, 4, 16, 8 ), /* Top */
FloatRect( arrow.x, geo.h - 12, 16, 8 ) /* Bottom */
};
size_t i = 0;
@ -538,7 +538,7 @@ struct WindowVXPrivate
if (pause)
{
const FloatRect pausePos(arrowTBX, geo.h - 16, 16, 16);
const FloatRect pausePos(arrow.x, geo.h - 16, 16, 16);
pauseVert = &vert[i*4];
i += Quad::setTexPosRect(&vert[i*4], pauseSrc[0], pausePos);
@ -730,8 +730,7 @@ struct WindowVXPrivate
bool windowskinValid = !nullOrDisposed(windowskin);
bool contentsValid = !nullOrDisposed(contents);
Vec2i trans(geo.x + sceneOffset.x,
geo.y + sceneOffset.y);
Vec2i trans = geo.pos() + sceneOffset;
SimpleAlphaShader &shader = shState->shaders().simpleAlpha;
shader.bind();
@ -764,8 +763,7 @@ struct WindowVXPrivate
{
/* Translate cliprect from local into screen space */
IntRect clip = clipRect;
clip.x += trans.x;
clip.y += trans.y;
clip.setPos(clip.pos() + trans);
glState.scissorBox.push();
glState.scissorTest.pushSet(true);
@ -773,11 +771,10 @@ struct WindowVXPrivate
if (rgssVer >= 3)
glState.scissorBox.setIntersect(clip);
else
glState.scissorBox.setIntersect(IntRect(trans.x, trans.y, geo.w, geo.h));
glState.scissorBox.setIntersect(IntRect(trans, geo.size()));
IntRect pad = padRect;
pad.x += trans.x;
pad.y += trans.y;
pad.setPos(pad.pos() + trans);
if (drawCursor)
{
@ -786,10 +783,7 @@ struct WindowVXPrivate
contTrans.y += cursorRect->y;
if (rgssVer >= 3)
{
contTrans.x -= contentsOff.x;
contTrans.y -= contentsOff.y;
}
contTrans -= contentsOff;
shader.setTranslation(contTrans);
@ -804,8 +798,7 @@ struct WindowVXPrivate
glState.scissorBox.setIntersect(clip);
Vec2i contTrans = pad.pos();
contTrans.x -= contentsOff.x;
contTrans.y -= contentsOff.y;
contTrans -= contentsOff;
shader.setTranslation(contTrans);
TEX::setSmooth(false); // XXX
@ -1105,8 +1098,7 @@ void WindowVX::draw()
void WindowVX::onGeometryChange(const Scene::Geometry &geo)
{
p->sceneOffset.x = geo.rect.x - geo.xOrigin;
p->sceneOffset.y = geo.rect.y - geo.yOrigin;
p->sceneOffset = geo.offset();
}
void WindowVX::releaseResources()