Java-Gaming.org    
Featured games (79)
games approved by the League of Dukes
Games in Showcase (477)
Games in Android Showcase (107)
games submitted by our members
Games in WIP (536)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
    Home     Help   Search   Login   Register   
Pages: [1]
  ignore  |  Print  
  [JAVA2D] Texturing a trapezoid (fake 3d engine)  (Read 1235 times)
0 Members and 1 Guest are viewing this topic.
Offline orange451

Senior Member


Medals: 8
Projects: 1
Exp: 4 years


Your face. Your ass. What's the difference?


« Posted 2012-07-03 01:26:12 »

1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
12  
13  
14  
15  
16  
17  
18  
19  
20  
21  
22  
23  
24  
25  
26  
27  
28  
29  
30  
31  
32  
33  
34  
35  
36  
37  
38  
39  
40  
41  
42  
43  
44  
45  
46  
47  
48  
49  
50  
51  
52  
53  
54  
55  
56  
57  
58  
59  
60  
61  
62  
63  
            double top1 =    Math.round(this.tempy + (this.newCamera.camz - this.z * 9.0D) * this.scale1);
            double top2 =    Math.round(this.tempy + (this.newCamera.camz - this.z * 9.0D) * this.scale2);
            double bottom1 = Math.round(this.tempy + (this.newCamera.camz - this.z * 9.0D) * this.scale3);
            double bottom2 = Math.round(this.tempy + (this.newCamera.camz - this.z * 9.0D) * this.scale4);
           
            if (
                  (point1 > view_width && point2 > view_width && point3 > view_width && point4 > view_width) ||
                  (top1 > view_height && top2 > view_height && bottom1 > view_height && bottom2 > view_height) ||
                  (top1 <= 0 && top2 <= 0 && bottom1 <= 0 && bottom2 <= 0) ||
                  (point1 <= 0 && point2 <= 0 && point3 <= 0 && point4 <= 0)
                  ){
                  return;
            }

            double length = point_distance(point1, top1, point2, top2);
            double dist1 = point_distance(point1, top1, point3, bottom1);
            double dist2 = point_distance(point2, top2, point4, bottom2);
            double direction1 = point_direction(point1, top1, point3, bottom1);
            double direction2 = point_direction(point2, top2, point4, bottom2);
            if (Math.abs(direction2 - direction1) > 180) {
               if (direction2 < direction1) {
                  direction2 = 360;
               }else{
                  direction1 = 360;
               }

            }
            double repeat = (int) Math.ceil(length / 3.5D); //quality of the texturing
           if (repeat <= 8)
               repeat = 8; //need at least 1 draw call per image!
           if (repeat > 32)
               repeat = 32;
           
            int cellwidth = (int) Math.ceil(  length/repeat  ); //width of each image part of the floor
           Graphics2D g2d = (Graphics2D)g;
            double number = point2 - point1;
            double changex = number / repeat;
            double changey = (top2 - top1) / repeat;
            double changedir = (direction2 - direction1) / repeat;
            double changedist = (dist2 - dist1) / repeat;
            double cellwidthintex = sprite_height/repeat;
            for (int ii = 1; ii <= repeat+1; ii++) { //amount of draw calls per image (the more, the better quality)
              int i = ii;
               if (x >= newCamera.getX()) {
                  i = (int) (repeat + 2 - ii);
               }
               double dx = point1 + (changex * i);
               double dy = top1 + (changey * i);
               double rx = dx;// - (cellwidth);
              double ry = dy;
               double dir = direction1 + (changedir * i);

               draw_set_rotation(g2d, dir, rx, ry);
               double dist = dist1 + (changedist * i);

               int sy1 = (int) (cellwidthintex * (i - 1));
               int sx1 = 0;
               int sy2 = (int) (sy1 + cellwidthintex);
               int sx2 = this.sprite_width;
               g.drawImage(this.sprite_index, (int)dx, (int)dy, (int)dx + (int)dist, (int)dy + (int)cellwidth + 1, sx1, sy1, sx2, sy2, null);

               draw_set_removerot(g2d, dir, rx, ry);
            }


What the above code does, can be slightly explained from this picture:


If you need me to explain anything else, please ask Smiley

Working on a nice FPS in lwjgl Smiley http://i.imgur.com/q4uFqBS.png
Feel free to message me if you're interested!
Offline orange451

Senior Member


Medals: 8
Projects: 1
Exp: 4 years


Your face. Your ass. What's the difference?


« Reply #1 - Posted 2012-07-05 15:10:32 »

Any help would be greatly appreciated!

Working on a nice FPS in lwjgl Smiley http://i.imgur.com/q4uFqBS.png
Feel free to message me if you're interested!
Online Roquen
« Reply #2 - Posted 2012-07-05 15:44:11 »

My advice would be to render in scanline (horizontal) order.  Much simpler.
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline orange451

Senior Member


Medals: 8
Projects: 1
Exp: 4 years


Your face. Your ass. What's the difference?


« Reply #3 - Posted 2012-07-05 23:20:38 »

My advice would be to render in scanline (horizontal) order.  Much simpler.
The camera can turn, there would be no difference.

Working on a nice FPS in lwjgl Smiley http://i.imgur.com/q4uFqBS.png
Feel free to message me if you're interested!
Online Roquen
« Reply #4 - Posted 2012-07-06 15:52:26 »

I'm not understanding.  The camera does whatever it does and you still render in scanline order.
Offline EgonOlsen
« Reply #5 - Posted 2012-07-08 00:24:16 »

This really is a twisted and inefficient way of doing texture mapping. As Roquen said, you should consider to move to a scanline based approach instead. In addition, you can't take perspective into account when doing it this way.

Pages: [1]
  ignore  |  Print  
 
 
You cannot reply to this message, because it is very, very old.

 

Add your game by posting it in the WIP section,
or publish it in Showcase.

The first screenshot will be displayed as a thumbnail.

Riven (20 views)
2014-07-30 07:09:19

Riven (13 views)
2014-07-30 07:08:52

Dwinin (12 views)
2014-07-29 23:59:34

E.R. Fleming (31 views)
2014-07-29 16:07:13

E.R. Fleming (12 views)
2014-07-29 16:06:25

pw (42 views)
2014-07-24 14:59:36

Riven (42 views)
2014-07-24 10:16:32

Riven (28 views)
2014-07-24 10:07:15

Riven (29 views)
2014-07-24 09:56:16

ctomni231 (60 views)
2014-07-18 19:55:21
HotSpot Options
by dleskov
2014-07-08 16:59:08

Java and Game Development Tutorials
by SwordsMiner
2014-06-14 13:58:24

Java and Game Development Tutorials
by SwordsMiner
2014-06-14 13:47:22

How do I start Java Game Development?
by ra4king
2014-05-18 00:13:37

HotSpot Options
by Roquen
2014-05-15 22:59:54

HotSpot Options
by Roquen
2014-05-07 04:03:10

Escape Analysis
by Roquen
2014-04-30 11:16:43

Experimental Toys
by Roquen
2014-04-29 02:24:22
java-gaming.org is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑gaming.org
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!