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  [JAVA2D] Texturing a trapezoid (fake 3d engine)  (Read 968 times)
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Offline orange451

Junior Member


Medals: 1
Projects: 1



« Posted 2012-07-03 01:26:12 »

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            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
Offline orange451

Junior Member


Medals: 1
Projects: 1



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

Any help would be greatly appreciated!
Offline Roquen

JGO Ninja


Medals: 68



« Reply #2 - Posted 2012-07-05 15:44:11 »

My advice would be to render in scanline (horizontal) order.  Much simpler.
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Offline orange451

Junior Member


Medals: 1
Projects: 1



« 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.
Offline Roquen

JGO Ninja


Medals: 68



« 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.

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