[JAVA2D] Texturing a trapezoid (fake 3d engine)


				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 :slight_smile:

Any help would be greatly appreciated!

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

The camera can turn, there would be no difference.

I’m not understanding. The camera does whatever it does and you still render in scanline order.

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.