Code archives/3D Graphics - Effects/2d alpha rotation and scaling realtime for b3d only sry blitz+ :(

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2d alpha rotation and scaling realtime for b3d only sry blitz+ :( by Nate the Great
(Posted 18 years ago)
This is a free 2d alpha engine only in 3d mode. It uses multi layered rendering and 3d rectangles (not blitz sprites) I am working on incorperating textures in at the moment. Here is a list of the functions. (NTG stands for Nate the Great) :)

DrawNTG
UpdateNTG
NTGsetblend
NTGsetrotation
NTGsetscale
NTGsetalpha
NTGCreateRect
NTGinit2dAlpha
Graphics3D 640,480,0,2

lit = CreateLight(2)

MoveEntity lit,0,-101,0

SetBuffer BackBuffer()

Global NTGox#
Global NTGoz#
Global NTGpixelwidth#
Global NTGpixelheight#
Global NTGinit = False
Global NTGplane
Global NTGcam
Global NTGheight#
Global NTGrotation#
Global NTGscalex# = 1
Global NTGscaley# = 1
Global NTGalpha# = 1
Global NTGblend = 3

Type NTGsprite
	Field entity,active
End Type


NTGinit2dAlpha()
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Type rects
	Field x#,y#,rot#,rotspeed#,vx#,vy#,lif,ent.NTGsprite
End Type



rect1.NTGsprite = NTGcreateRect.NTGsprite(40,40)

cnt# = 1

timer = MilliSecs()
While Not KeyDown(1)
Cls

NTGsetrotation cnt#
NTGsetscale Sin(cnt#),Sin(cnt#)
NTGsetalpha Sin(cnt#/2)/2 + .5
DrawNTG rect1.NTGsprite,MouseX(),MouseY()

NTGsetscale 1,1

	For r.rects = Each rects
		NTGsetrotation r\rot#
		NTGsetalpha r\lif/255.0
		DrawNTG r\ent.NTGsprite,r\x#,r\y#
		r\lif = r\lif - 1
		r\rot# = r\rot# + r\rotspeed#
		r\x# = r\x# + r\vx#
		r\y# = r\y# + r\vy#
		r\vy# = r\vy# + .07
		If r\y# > 480 Then
			r\vy# = - r\vy#*Rnd#(.5,.9)
			r\y# = 480
		EndIf
		
		If r\lif = 0 Then
			FreeEntity r\ent\entity
			Delete r\ent.NTGsprite
			Delete r.rects
		EndIf
	Next

If MouseDown(1) Then
	r.rects = New rects
	r\x# = MouseX()
	r\y# = MouseY()
	r\rot# = Rnd(360)
	r\rotspeed# = Rnd#(-10,10)
	r\vx# = Rnd#(-3,3)
	r\vy# = Rnd#(-3,4)
	r\lif = 255
	r\ent.NTGsprite = NTGCreateRect.NTGsprite(40,40,255,0,255)
EndIf

cnt = cnt + 1
If cnt = 720 Then cnt = 0

UpdateWorld()
RenderWorld()
UpdateNTG()

.stt1
If MilliSecs()-timer > 0 Then
.stt	
	x = 1000/(MilliSecs()-timer)
	If x > 58 Then Goto stt
	Text 1,1,x
Else
	Goto stt1
EndIf
timer = MilliSecs()

Flip
Wend


Flip
WaitKey()









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Function DrawNTG(hand.NTGsprite,x#,y#)

ShowEntity hand\entity
hand\active = True
PositionEntity hand\entity,NTGox# + x#*NTGpixelwidth#,0,NTGoz# + y#*NTGpixelheight
RotateEntity hand\entity,0,NTGrotation#,0
ScaleEntity hand\entity, NTGscalex#,1,NTGscaley#
EntityAlpha hand\entity, NTGalpha#
EntityBlend hand\entity, NTGblend

End Function


Function UpdateNTG()

For s.NTGsprite = Each NTGsprite
	s\active = False
	HideEntity s\entity
Next

End Function

Function NTGSetBlend(bld)
	NTGblend = bld
End Function

Function NTGSetRotation(Rot# = 0)
	NTGrotation = rot#
End Function

Function NTGsetscale(sclx# = 1,scly# = 1)
	NTGscalex# = sclx#
	NTGscaley# = scly#
End Function

Function NTGsetalpha(alph# = 1)
	NTGalpha# = alph#
End Function


Function NTGCreateRect.NTGsprite(width#,height#,r = 255,g = 255,b = 255)

tmp.NTGsprite = New NTGsprite
tmp\entity = CreateMesh()
tmpsurf = CreateSurface(tmp\entity)
width# = width# / 2
height# = height# / 2
v1 = AddVertex(tmpsurf,0-(width#*NTGpixelwidth),NTGheight#,0-(height#*NTGpixelheight#))
v2 = AddVertex(tmpsurf,(width#*NTGpixelwidth),NTGheight#,0-(height#*NTGpixelheight#))
v3 = AddVertex(tmpsurf,(width#*NTGpixelwidth),NTGheight#,(height#*NTGpixelheight#))
v4 = AddVertex(tmpsurf,0-(width#*NTGpixelwidth),NTGheight#,(height#*NTGpixelheight#))


AddTriangle(tmpsurf,v3,v4,v2)
AddTriangle(tmpsurf,v2,v4,v1)

EntityColor tmp\entity,r,g,b

UpdateNormals tmp\entity

HideEntity tmp\entity

Return tmp.NTGsprite

End Function









Function NTGinit2dAlpha(maxrng# = 1000)

NTGcam = CreateCamera()
NTGinit = True

If NTGcam = 0 Then RuntimeError("Camera does not exist.")

NTGplane = CreatePlane()

TurnEntity NTGplane,-90,0,0
MoveEntity NTGplane,0,-2,0
EntityParent NTGplane,NTGcam
EntityAlpha NTGplane,0
EntityPickMode NTGplane,2

CameraRange NTGcam,.01,maxrng#
TurnEntity NTGcam,90,0,0
MoveEntity NTGcam,0,0,100
CameraZoom NTGcam,3
CameraClsMode NTGcam,0,1

CameraPick NTGcam,1,1

x1# = PickedX()
z1# = PickedZ()
NTGheight# = PickedY()

CameraPick NTGcam,GraphicsWidth(),GraphicsHeight()

x2# = PickedX()
z2# = PickedZ()


NTGox# = x1#
NTGoz# = z1#

NTGpixelwidth# = (x2#-x1#)/GraphicsWidth()
NTGpixelheight# = (z2#-z1#)/GraphicsHeight()

End Function

Comments

Nate the Great
(Posted 18 years ago)
I guess what I am trying to do here is write something that makes blitz 3d more like blitz max. One thing I didn't mention before is that you can just make a normal camera before you call the init function and it will act like normal on your game. and I think it eliminates the alpha problem between the camera for the 2d fx and the normal camera so your sprites will never look like they are behind the water wich they are obviously not behind. I also have locked it at 58 fps because it keeps it from leaping between 58 and 1000 fps on my machine... it is very unstable.

MikhailV
(Posted 18 years ago)
Like FastImage and SpriteCandy :)
You anew invent bicycle...

Nate the Great
(Posted 18 years ago)
yeah... it was just for the learning experience. I got the idea from fastimage because I like to know how every part of my game works... I even made a small 3d engine for blitzbasic when it first came out. I wish I had known about this blog earlier :)

P.S. I know it isn't as fast as fastimage but it can handle 200 sprites easily which serves my purpose especially since I have added a load2dsprite function for images.

Nate the Great
(Posted 18 years ago)
ok I added NTGloadimage now this will be more useful... here is the code.

P.S. you have to replace the name of my image with the name of your own image for this to work.

after you move the mouse around a little hold the space bar down and move the mouse around some more.




Graphics3D 640,480,0,2

lit = CreateLight(2)

MoveEntity lit,0,-101,0

SetBuffer BackBuffer()

Global NTGox#
Global NTGoz#
Global NTGpixelwidth#
Global NTGpixelheight#
Global NTGinit = False
Global NTGplane
Global NTGcam
Global NTGheight#
Global NTGrotation#
Global NTGscalex# = 1
Global NTGscaley# = 1
Global NTGalpha# = 1
Global NTGblend = 3

Type NTGsprite
	Field entity,active
End Type


NTGinit2dAlpha()
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img1.NTGsprite = NTGLoadImage.NTGsprite("img1.jpg",256)			;PUT YOUR PICTURE HERE :) HOLD DOWN THE SPACE BAR AFTER YOU RUN THIS ONE

While Not KeyDown(1)
Cls

DrawNTG img1.NTGsprite,MouseX(),MouseY()

If KeyDown(57) Then
	NTGSetRotation MouseX()
	NTGsetalpha MouseY()/480.0
EndIf

UpdateWorld()
RenderWorld()
UpdateNTG()

.stt1
If MilliSecs()-timer > 0 Then
.stt	
	x = 1000/(MilliSecs()-timer)
	If x > 58 Then Goto stt
	Text 1,1,x
Else
	Goto stt1
EndIf
timer = MilliSecs()

Flip
Wend


Flip
WaitKey()









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Function DrawNTG(hand.NTGsprite,x#,y#)

ShowEntity hand\entity
hand\active = True
PositionEntity hand\entity,NTGox# + x#*NTGpixelwidth#,0,NTGoz# + y#*NTGpixelheight
RotateEntity hand\entity,0,NTGrotation#,0
ScaleEntity hand\entity, NTGscalex#,1,NTGscaley#
EntityAlpha hand\entity, NTGalpha#
EntityBlend hand\entity, NTGblend

End Function


Function UpdateNTG()

For s.NTGsprite = Each NTGsprite
	s\active = False
	HideEntity s\entity
Next

End Function

Function NTGSetBlend(bld)
	NTGblend = bld
End Function

Function NTGSetRotation(Rot# = 0)
	NTGrotation = rot#
End Function

Function NTGsetscale(sclx# = 1,scly# = 1)
	NTGscalex# = sclx#
	NTGscaley# = scly#
End Function

Function NTGsetalpha(alph# = 1)
	NTGalpha# = alph#
End Function


Function NTGCreateRect.NTGsprite(width#,height#,r = 255,g = 255,b = 255)

tmptex = CreateTexture(64,64)
SetBuffer TextureBuffer(tmptex)

Color r,g,b
Rect 0,0,65,65,1

SetBuffer BackBuffer()

tmp.NTGsprite = New NTGsprite
tmp\entity = CreateMesh()

tmpsurf = CreateSurface(tmp\entity)
width# = width# / 2
height# = height# / 2
v1 = AddVertex(tmpsurf,0-(width#*NTGpixelwidth),NTGheight#,0-(height#*NTGpixelheight#),0,0)
v2 = AddVertex(tmpsurf,(width#*NTGpixelwidth),NTGheight#,0-(height#*NTGpixelheight#),1,0)
v3 = AddVertex(tmpsurf,(width#*NTGpixelwidth),NTGheight#,(height#*NTGpixelheight#),1,1)
v4 = AddVertex(tmpsurf,0-(width#*NTGpixelwidth),NTGheight#,(height#*NTGpixelheight#),0,1)


AddTriangle(tmpsurf,v3,v4,v2)
AddTriangle(tmpsurf,v2,v4,v1)

;EntityColor tmp\entity,r,g,b

UpdateNormals tmp\entity

EntityTexture tmp\entity, tmptex

HideEntity tmp\entity

Return tmp.NTGsprite

End Function



Function NTGLoadImage.NTGsprite(imageext$,texw = 64)

tmpimg = LoadImage(imageext$)
width# = ImageWidth(tmpimg)
height# = ImageHeight(tmpimg)

ResizeImage tmpimg,texw,texw

tmptex = CreateTexture(texw,texw)
SetBuffer TextureBuffer(tmptex)

DrawImage tmpimg,1,1

SetBuffer BackBuffer()

tmp.NTGsprite = New NTGsprite
tmp\entity = CreateMesh()

tmpsurf = CreateSurface(tmp\entity)
width# = width# / 2
height# = height# / 2
v1 = AddVertex(tmpsurf,0-(width#*NTGpixelwidth),NTGheight#,0-(height#*NTGpixelheight#),0,0)
v2 = AddVertex(tmpsurf,(width#*NTGpixelwidth),NTGheight#,0-(height#*NTGpixelheight#),1,0)
v3 = AddVertex(tmpsurf,(width#*NTGpixelwidth),NTGheight#,(height#*NTGpixelheight#),1,1)
v4 = AddVertex(tmpsurf,0-(width#*NTGpixelwidth),NTGheight#,(height#*NTGpixelheight#),0,1)


AddTriangle(tmpsurf,v3,v4,v2)
AddTriangle(tmpsurf,v2,v4,v1)

;EntityColor tmp\entity,r,g,b

UpdateNormals tmp\entity

EntityTexture tmp\entity, tmptex

HideEntity tmp\entity

Return tmp.NTGsprite



End Function






Function NTGinit2dAlpha(maxrng# = 1000)

NTGcam = CreateCamera()
NTGinit = True

If NTGcam = 0 Then RuntimeError("Camera does not exist.")

NTGplane = CreatePlane()

TurnEntity NTGplane,-90,0,0
MoveEntity NTGplane,0,-2,0
EntityParent NTGplane,NTGcam
EntityAlpha NTGplane,0
EntityPickMode NTGplane,2

CameraRange NTGcam,.01,maxrng#
TurnEntity NTGcam,90,0,0
MoveEntity NTGcam,0,0,100
CameraZoom NTGcam,3
CameraClsMode NTGcam,0,1

CameraPick NTGcam,1,1

x1# = PickedX()
z1# = PickedZ()
NTGheight# = PickedY()

CameraPick NTGcam,GraphicsWidth(),GraphicsHeight()

x2# = PickedX()
z2# = PickedZ()


NTGox# = x1#
NTGoz# = z1#

NTGpixelwidth# = (x2#-x1#)/GraphicsWidth()
NTGpixelheight# = (z2#-z1#)/GraphicsHeight()

End Function



Oh... and By the way... I would recomend loading all sprites before the game not ingame because they use resize image which causes major slowdown.


If anyone has anything they want me to add please tell me. I love a challenge.

Nate the Great
(Posted 18 years ago)
Here is the final file... the file that you should include if you use it.

Global NTGox#
Global NTGoz#
Global NTGpixelwidth#
Global NTGpixelheight#
Global NTGinit = False
Global NTGplane
Global NTGcam
Global NTGheight#
Global NTGrotation#
Global NTGscalex# = 1
Global NTGscaley# = 1
Global NTGalpha# = 1
Global NTGblend = 1
Global NTGBlue = 255
Global NTGGreen = 255
Global NTGRed = 255
Global NTGorder = 0

Type NTGsprite
	Field entity,active,tex
End Type






Function DrawNTG(hand.NTGsprite,x#,y#,frm = 0)

ShowEntity hand\entity
hand\active = True
PositionEntity hand\entity,NTGox# + x#*NTGpixelwidth#,0,NTGoz# + y#*NTGpixelheight
RotateEntity hand\entity,0,NTGrotation#,0
ScaleEntity hand\entity, NTGscalex#,1,NTGscaley#
EntityAlpha hand\entity, NTGalpha#
EntityBlend hand\entity, NTGblend
EntityColor hand\entity, NTGRed, NTGGreen, NTGBlue
EntityTexture hand\entity,hand\tex,frm
EntityOrder hand\entity,NTGorder
NTGorder = NTGorder - 1

End Function


Function UpdateNTG()

For s.NTGsprite = Each NTGsprite
	s\active = False
	HideEntity s\entity
Next

NTGorder = 0

End Function

Function NTGsetcolor(r,g,b)

NTGred = r
NTGgreen = g
NTGblue = b

End Function

Function NTGSetBlend(bld)
	NTGblend = bld
End Function

Function NTGSetRotation(Rot# = 0)
	NTGrotation = rot#
End Function

Function NTGsetscale(sclx# = 1,scly# = 1)
	NTGscalex# = sclx#
	NTGscaley# = scly#
End Function

Function NTGsetalpha(alph# = 1)
	NTGalpha# = alph#
End Function








Function NTGCreateRect.NTGsprite(width#,height#,r = 255,g = 255,b = 255)

tmptex = CreateTexture(64,64)
SetBuffer TextureBuffer(tmptex)

Color r,g,b
Rect 0,0,65,65,1

SetBuffer BackBuffer()

tmp.NTGsprite = New NTGsprite
tmp\entity = CreateMesh()

tmpsurf = CreateSurface(tmp\entity)
width# = width# / 2
height# = height# / 2
v1 = AddVertex(tmpsurf,0-(width#*NTGpixelwidth),NTGheight#,0-(height#*NTGpixelheight#),0,0)
v2 = AddVertex(tmpsurf,(width#*NTGpixelwidth),NTGheight#,0-(height#*NTGpixelheight#),1,0)
v3 = AddVertex(tmpsurf,(width#*NTGpixelwidth),NTGheight#,(height#*NTGpixelheight#),1,1)
v4 = AddVertex(tmpsurf,0-(width#*NTGpixelwidth),NTGheight#,(height#*NTGpixelheight#),0,1)


AddTriangle(tmpsurf,v3,v4,v2)
AddTriangle(tmpsurf,v2,v4,v1)

;EntityColor tmp\entity,r,g,b

UpdateNormals tmp\entity

EntityTexture tmp\entity, tmptex
tmp\tex = tmptex

HideEntity tmp\entity

Return tmp.NTGsprite

End Function













Function NTGLoadImage.NTGsprite(imageext$)

tmpimg = LoadImage(imageext$)
width# = ImageWidth(tmpimg)
height# = ImageHeight(tmpimg)


tmptex = LoadTexture(imageext$,4)

tmp.NTGsprite = New NTGsprite
tmp\entity = CreateMesh()
tmp\tex = tmptex
tmpsurf = CreateSurface(tmp\entity)
width# = width# / 2
height# = height# / 2
v1 = AddVertex(tmpsurf,0-(width#*NTGpixelwidth),NTGheight#,0-(height#*NTGpixelheight#),0,0)
v2 = AddVertex(tmpsurf,(width#*NTGpixelwidth),NTGheight#,0-(height#*NTGpixelheight#),1,0)
v3 = AddVertex(tmpsurf,(width#*NTGpixelwidth),NTGheight#,(height#*NTGpixelheight#),1,1)
v4 = AddVertex(tmpsurf,0-(width#*NTGpixelwidth),NTGheight#,(height#*NTGpixelheight#),0,1)


AddTriangle(tmpsurf,v3,v4,v2)
AddTriangle(tmpsurf,v2,v4,v1)

;EntityColor tmp\entity,r,g,b

UpdateNormals tmp\entity

EntityTexture tmp\entity, tmptex

HideEntity tmp\entity

Return tmp.NTGsprite



End Function










Function NTGLoadAnimImage.NTGsprite(imageext$,w,h,f,c)

tmpimg = LoadImage(imageext$)
width# = ImageWidth(tmpimg)
height# = ImageHeight(tmpimg)


tmptex = LoadAnimTexture(imageext$,4,w,h,f,c)

tmp.NTGsprite = New NTGsprite
tmp\entity = CreateMesh()
tmp\tex = tmptex

tmpsurf = CreateSurface(tmp\entity)
width# = width# / 2
height# = height# / 2
v1 = AddVertex(tmpsurf,0-(width#*NTGpixelwidth),NTGheight#,0-(height#*NTGpixelheight#),0,0)
v2 = AddVertex(tmpsurf,(width#*NTGpixelwidth),NTGheight#,0-(height#*NTGpixelheight#),1,0)
v3 = AddVertex(tmpsurf,(width#*NTGpixelwidth),NTGheight#,(height#*NTGpixelheight#),1,1)
v4 = AddVertex(tmpsurf,0-(width#*NTGpixelwidth),NTGheight#,(height#*NTGpixelheight#),0,1)


AddTriangle(tmpsurf,v3,v4,v2)
AddTriangle(tmpsurf,v2,v4,v1)

;EntityColor tmp\entity,r,g,b

UpdateNormals tmp\entity

EntityTexture tmp\entity, tmptex

HideEntity tmp\entity

Return tmp.NTGsprite



End Function











Function NTGinit2dAlpha(maxrng# = 1000)

NTGcam = CreateCamera()
NTGinit = True

If NTGcam = 0 Then RuntimeError("Camera does not exist.")

NTGplane = CreatePlane()

TurnEntity NTGplane,-90,0,0
MoveEntity NTGplane,0,-2,0
EntityParent NTGplane,NTGcam
EntityAlpha NTGplane,0
EntityPickMode NTGplane,2

CameraRange NTGcam,.01,maxrng#
TurnEntity NTGcam,90,0,0
MoveEntity NTGcam,0,0,100
CameraZoom NTGcam,3
CameraClsMode NTGcam,0,1

CameraPick NTGcam,1,1

x1# = PickedX()
z1# = PickedZ()
NTGheight# = PickedY()

CameraPick NTGcam,GraphicsWidth(),GraphicsHeight()

x2# = PickedX()
z2# = PickedZ()


NTGox# = x1#
NTGoz# = z1#

NTGpixelwidth# = (x2#-x1#)/GraphicsWidth()
NTGpixelheight# = (z2#-z1#)/GraphicsHeight()


lit = CreateLight(3)

MoveEntity lit,0,-101,0
TurnEntity lit,90,0,0

End Function






Function EndNTG()

For n.NTGsprite = Each NTGsprite
	FreeEntity n\entity
	Delete n.NTGsprite
Next

End Function






Function ScaleImageFast(SrcImage, ScaleX#, ScaleY#, ExactSize=False)

	Local SrcWidth,  SrcHeight
	Local DestWidth, DestHeight
	Local ScratchImage, DestImage
	Local SrcBuffer, ScratchBuffer, DestBuffer
	Local X1, Y1, X2, Y2
	
	; Get the width and height of the source image. 	
		SrcWidth  = ImageWidth(SrcImage)
		SrcHeight = ImageHeight(SrcImage)

	; Calculate the width and height of the dest image, or the scale.
		If ExactSize = False
	
			DestWidth  = Floor(SrcWidth  * ScaleX#)
			DestHeight = Floor(SrcHeight * ScaleY#)
	
		Else
	
			DestWidth  = ScaleX#
			DestHeight = ScaleY#

			ScaleX# = Float(DestWidth)  / Float(SrcWidth)
			ScaleY# = Float(DestHeight) / Float(SrcHeight)
	
		EndIf			

	; If the image does not need to be scaled, just copy the image and exit the function.
		If (SrcWidth = DestWidth) And (SrcHeight = DestHeight) Then Return CopyImage(SrcImage)

	; Create a scratch image that is as tall as the source image, and as wide as the destination image.
		ScratchImage = CreateImage(DestWidth, SrcHeight)
				
	; Create the destination image.
		DestImage = CreateImage(DestWidth, DestHeight) 

	; Get pointers to the image buffers.
		SrcBuffer     = ImageBuffer(SrcImage)
		ScratchBuffer = ImageBuffer(ScratchImage)
		DestBuffer    = ImageBuffer(DestImage)

	; Duplicate columns from source image to scratch image.
		For X2 = 0 To DestWidth-1
			X1 = Floor(X2 / ScaleX#)
			CopyRect X1, 0, 1, SrcHeight, X2, 0, SrcBuffer, ScratchBuffer
		Next
			
	; Duplicate rows from scratch image to destination image.
		For Y2 = 0 To DestHeight-1
			Y1 = Floor(Y2 / ScaleY#)
			CopyRect 0, Y1, DestWidth, 1, 0, Y2, ScratchBuffer, DestBuffer
		Next
						
	; Free the scratch image.
		FreeImage ScratchImage					
						
	; Return the new image.
		Return DestImage
					
End Function	





for a sample download the following 3 files sorry I couldn't zip them. run the one called test.bb

http://files.filefront.com/NTG+imagebb/;12232060;/fileinfo.html
http://files.filefront.com/shippng/;12232059;/fileinfo.html
http://files.filefront.com/testbb/;12232057;/fileinfo.html

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