VERSIÓ 1.4.8:

- [NEW] draw.surfrot
This commit is contained in:
2026-03-21 10:15:23 +01:00
parent d573c159fa
commit 74cb8cb0f8
6 changed files with 156 additions and 6 deletions

137
mini.cpp
View File

@@ -1351,6 +1351,7 @@ void blit(int sx, int sy, int sw, int sh, int dx, int dy, int dw, int dh, bool f
}
}
/*
void blit_r(int sx, int sy, int sw, int sh, int x, int y, float a)
{
const int x0 = sw>>1;
@@ -1373,6 +1374,142 @@ void blit_r(int sx, int sy, int sw, int sh, int x, int y, float a)
}
}
}
*/
void blit_r(int sx, int sy, int sw, int sh,
int dx, int dy, int dw, int dh,
bool flip_x, bool flip_y,
float angle_deg)
{
if (dw == 0) dw = sw;
if (dh == 0) dh = sh;
// Centro del destino (rectángulo sin rotar)
float dcx = dx + dw * 0.5f;
float dcy = dy + dh * 0.5f;
// Centro del subrectángulo origen
float scx = sx + sw * 0.5f;
float scy = sy + sh * 0.5f;
// Escalado destino -> origen
float inv_scale_x = float(sw) / float(dw);
float inv_scale_y = float(sh) / float(dh);
// Flips integrados en la escala
if (flip_x) inv_scale_x = -inv_scale_x;
if (flip_y) inv_scale_y = -inv_scale_y;
// Ángulo en radianes
float a = angle_deg * 3.14159265f / 180.0f;
float ca = SDL_cosf(a);
float sa = SDL_sinf(a);
// --- 1. Bounding box rotado del rectángulo destino ---
float hx = dw * 0.5f;
float hy = dh * 0.5f;
float vx[4] = { -hx, hx, -hx, hx };
float vy[4] = { -hy, -hy, hy, hy };
float min_x = 1e9f, max_x = -1e9f;
float min_y = 1e9f, max_y = -1e9f;
for (int i = 0; i < 4; ++i) {
float rr_x = vx[i] * ca - vy[i] * sa;
float rr_y = vx[i] * sa + vy[i] * ca;
float dxp = dcx + rr_x;
float dyp = dcy + rr_y;
if (dxp < min_x) min_x = dxp;
if (dxp > max_x) max_x = dxp;
if (dyp < min_y) min_y = dyp;
if (dyp > max_y) max_y = dyp;
}
int bb_x0 = (int)SDL_floorf(min_x);
int bb_x1 = (int)SDL_ceilf (max_x);
int bb_y0 = (int)SDL_floorf(min_y);
int bb_y1 = (int)SDL_ceilf (max_y);
// --- 2. Rotación inversa + escalado + clipping estricto ---
for (int y = bb_y0; y <= bb_y1; ++y) {
for (int x = bb_x0; x <= bb_x1; ++x) {
// Coordenadas relativas al centro destino
float rx = x - dcx;
float ry = y - dcy;
// Rotación inversa
float ux = rx * ca + ry * sa;
float uy = -rx * sa + ry * ca;
// Escalado destino -> origen (con flips)
float sxp = scx + ux * inv_scale_x;
float syp = scy + uy * inv_scale_y;
// Clipping estricto al subrectángulo origen
if (sxp < sx || sxp >= sx + sw ||
syp < sy || syp >= sy + sh)
continue; // no pintamos nada
uint8_t color = sget((int)sxp, (int)syp);
pset(x, y, color);
}
}
}
/*void blit_r(int sx, int sy, int sw, int sh, int dx, int dy, int dw, int dh, bool flip_x, bool flip_y, float angle_deg)
{
if (dw == 0) dw = sw;
if (dh == 0) dh = sh;
// Escalado origen→destino
float sdx = float(sw) / float(dw);
float sdy = float(sh) / float(dh);
// Centro del destino
float dcx = dx + dw * 0.5f;
float dcy = dy + dh * 0.5f;
// Centro del origen
float scx = sx + sw * 0.5f;
float scy = sy + sh * 0.5f;
// Flips: invertir escala
if (flip_x) sdx = -sdx;
if (flip_y) sdy = -sdy;
// Ángulo en radianes
float a = angle_deg * 3.14159265f / 180.0f;
float ca = SDL_cosf(a);
float sa = SDL_sinf(a);
// Bucle principal
for (int y = dy; y < dy + dh; ++y) {
for (int x = dx; x < dx + dw; ++x) {
// Coordenadas destino relativas al centro
float rx = x - dcx;
float ry = y - dcy;
// Rotación inversa (para muestreo)
float orx = rx * ca + ry * sa;
float ory = -rx * sa + ry * ca;
// Convertir a coordenadas de la fuente
float sxp = scx + orx * sdx;
float syp = scy + ory * sdy;
// Muestreo nearest neighbor
uint8_t color = sget(int(sxp), int(syp));
pset(x, y, color);
}
}
}*/
void tline(int x0, int y0, int x1, int y1, float mx, float my, float mdx, float mdy) {
int x, y;