Help with this optimization

Posted by Milo on Game Development See other posts from Game Development or by Milo
Published on 2012-08-28T22:29:31Z Indexed on 2012/08/29 3:51 UTC
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Here is what I do: I have bitmaps which I draw into another bitmap.

The coordinates are from the center of the bitmap, thus on a 256 by 256 bitmap, an object at 0.0,0.0 would be drawn at 128,128 on the bitmap.

I also found the furthest extent and made the bitmap size 2 times the extent.

So if the furthest extent is 200,200 pixels, then the bitmap's size is 400,400.

Unfortunately this is a bit inefficient.

If a bitmap needs to be drawn at 500,500 and the other one at 300,300, then the target bitmap only needs to be 200,200 in size.

I cannot seem to find a correct way to draw in the components correctly with a reduced size.

I figure out the target bitmap size like this:

float AvatarComposite::getFloatWidth(float& remainder) const
{
    float widest = 0.0f;
    float widestNeg = 0.0f;
    for(size_t i = 0; i < m_components.size(); ++i)
    {
        if(m_components[i].getSprite() == NULL)
        {
            continue;
        }

        float w = m_components[i].getX() + 
            ( ((m_components[i].getSprite()->getWidth() / 2.0f) * 
            m_components[i].getScale()) / getWidthToFloat());
        float wn = m_components[i].getX() - 
            ( ((m_components[i].getSprite()->getWidth() / 2.0f) * 
            m_components[i].getScale()) / getWidthToFloat());

        if(w > widest)
        {
            widest = w;
        }
        if(wn > widest)
        {
            widest = wn;
        }

        if(w < widestNeg)
        {
            widestNeg = w;
        }
        if(wn < widestNeg)
        {
            widestNeg = wn;
        }
    }
    remainder = (2 * widest) - (widest - widestNeg);
    return widest - widestNeg;
}

And here is how I position and draw the bitmaps:

int dw = m_components[i].getSprite()->getWidth() * m_components[i].getScale();
        int dh = m_components[i].getSprite()->getHeight() * m_components[i].getScale();
        int cx = (getWidth() + (m_remainderX * getWidthToFloat())) / 2;
        int cy = (getHeight() + (m_remainderY * getHeightToFloat())) / 2;
        cx -= m_remainderX * getWidthToFloat();
        cy -= m_remainderY * getHeightToFloat();
        int dx =  cx + (m_components[i].getX() * getWidthToFloat()) - (dw / 2);
        int dy =  cy + (m_components[i].getY() * getHeightToFloat()) - (dh / 2);
        g->drawScaledSprite(m_components[i].getSprite(),0.0f,0.0f,
            m_components[i].getSprite()->getWidth(),m_components[i].getSprite()->getHeight(),dx,dy,
            dw,dh,0);

I basically store the difference between the original 2 * longest extent bitmap and the new optimized one, then I translate by that much which I would think would cause me to draw correctly but then some of the components look cut off.

Any insight would help.

Thanks

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