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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-11-03 01:37:18 -04:00
OpenDiablo2/OpenDiablo2.SDL2/SDL2CharacterRenderer.cs

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C#
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/* OpenDiablo 2 - An open source re-implementation of Diablo 2 in C#
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
using System;
using System.Collections.Generic;
using System.Linq;
using OpenDiablo2.Common;
using OpenDiablo2.Common.Enums;
using OpenDiablo2.Common.Exceptions;
using OpenDiablo2.Common.Interfaces;
using OpenDiablo2.Common.Interfaces.Drawing;
using OpenDiablo2.Common.Models;
using SDL2;
namespace OpenDiablo2.SDL2_
{
public sealed class SDL2CharacterRenderer : ICharacterRenderer
{
sealed class DirectionCacheItem
{
public int Direction { get; set; }
public eMobMode MobMode { get; set; }
public SDL.SDL_Rect[] SpriteRect { get; set; }
public IntPtr[] SpriteTexture { get; set; }
public int FramesToAnimate { get; set; }
public int AnimationSpeed { get; set; }
public int RenderFrameIndex { get; set; }
}
static readonly log4net.ILog log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
public Guid UID { get; set; }
public PlayerLocationDetails LocationDetails { get; set; }
public eHero Hero { get; set; }
public eWeaponClass WeaponClass { get; set; }
public eArmorType ArmorType { get; set; }
public eMobMode MobMode { get; set; }
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private readonly IntPtr renderer;
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private readonly List<DirectionCacheItem> directionCache = new List<DirectionCacheItem>();
DirectionCacheItem currentDirectionCache;
private float seconds;
private readonly IResourceManager resourceManager;
private readonly IPaletteProvider paletteProvider;
private MPQCOF animationData;
static readonly byte[] directionConversion = new byte[] { 3, 15, 4, 8, 0, 9, 5, 10, 1, 11, 6, 12, 2, 13, 7, 14 };
public SDL2CharacterRenderer(IntPtr renderer, IResourceManager resourceManager, IPaletteProvider paletteProvider)
{
this.resourceManager = resourceManager;
this.paletteProvider = paletteProvider;
this.renderer = renderer;
}
public void Render(int pixelOffsetX, int pixelOffsetY)
{
if (currentDirectionCache == null)
return;
var destRect = new SDL.SDL_Rect
{
x = pixelOffsetX + currentDirectionCache.SpriteRect[currentDirectionCache.RenderFrameIndex].x,
y = pixelOffsetY + currentDirectionCache.SpriteRect[currentDirectionCache.RenderFrameIndex].y,
w = currentDirectionCache.SpriteRect[currentDirectionCache.RenderFrameIndex].w,
h = currentDirectionCache.SpriteRect[currentDirectionCache.RenderFrameIndex].h
};
SDL.SDL_RenderCopy(renderer, currentDirectionCache.SpriteTexture[currentDirectionCache.RenderFrameIndex], IntPtr.Zero, ref destRect);
}
public void Update(long ms)
{
if (currentDirectionCache == null)
return;
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seconds += ms / 1000f;
var animationSeg = 15f / currentDirectionCache.AnimationSpeed;
while (seconds >= animationSeg)
{
seconds -= animationSeg;
currentDirectionCache.RenderFrameIndex++;
if (currentDirectionCache.RenderFrameIndex >= currentDirectionCache.FramesToAnimate)
currentDirectionCache.RenderFrameIndex = 0;
}
}
public void Dispose()
{
}
public void ResetAnimationData()
{
switch (LocationDetails.MovementType)
{
case eMovementType.Stopped:
MobMode = eMobMode.PlayerTownNeutral;
break;
case eMovementType.Walking:
MobMode = eMobMode.PlayerTownWalk;
break;
case eMovementType.Running:
MobMode = eMobMode.PlayerRun;
break;
default:
MobMode = eMobMode.PlayerNeutral;
break;
}
currentDirectionCache = directionCache.FirstOrDefault(x => x.MobMode == MobMode && x.Direction == directionConversion[LocationDetails.MovementDirection]);
if (currentDirectionCache != null)
{
currentDirectionCache.RenderFrameIndex = 0;
seconds = 0f;
return;
}
animationData = resourceManager.GetPlayerAnimation(Hero, WeaponClass, MobMode);
if (animationData == null)
throw new OpenDiablo2Exception("Could not locate animation for the character!");
var palette = paletteProvider.PaletteTable["Units"];
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CacheFrames(animationData.Layers.Select(layer => resourceManager.GetPlayerDCC(layer, ArmorType, palette)));
}
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private unsafe void CacheFrames(IEnumerable<MPQDCC> layerData)
{
var cache = new DirectionCacheItem
{
MobMode = MobMode,
Direction = directionConversion[LocationDetails.MovementDirection]
};
var palette = paletteProvider.PaletteTable[Palettes.Units];
var dirAnimation = animationData.Animations[0];
cache.FramesToAnimate = dirAnimation.FramesPerDirection;
cache.AnimationSpeed = dirAnimation.AnimationSpeed;
cache.RenderFrameIndex = 0;
var minX = Int32.MaxValue;
var minY = Int32.MaxValue;
var maxX = Int32.MinValue;
var maxY = Int32.MinValue;
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var layersIgnored = 0;
var layersToRender = new List<MPQDCC>();
foreach (var layer in layerData)
{
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if (layer == null)
{
layersIgnored++;
continue;
}
layersToRender.Add(layer);
minX = Math.Min(minX, layer.Directions[directionConversion[LocationDetails.MovementDirection]].Box.Left);
minY = Math.Min(minY, layer.Directions[directionConversion[LocationDetails.MovementDirection]].Box.Top);
maxX = Math.Max(maxX, layer.Directions[directionConversion[LocationDetails.MovementDirection]].Box.Right);
maxY = Math.Max(maxY, layer.Directions[directionConversion[LocationDetails.MovementDirection]].Box.Bottom);
}
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if (layersIgnored > 0)
log.Warn($"{layersIgnored} animation layer(s) were not found!");
var frameW = (maxX - minX) * 2; // Hack
var frameH = (maxY - minY) * 2;
cache.SpriteTexture = new IntPtr[cache.FramesToAnimate];
cache.SpriteRect = new SDL.SDL_Rect[cache.FramesToAnimate];
for (var frameIndex = 0; frameIndex < cache.FramesToAnimate; frameIndex++)
{
var texture = SDL.SDL_CreateTexture(renderer, SDL.SDL_PIXELFORMAT_ARGB8888, (int)SDL.SDL_TextureAccess.SDL_TEXTUREACCESS_STREAMING, frameW, frameH);
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SDL.SDL_LockTexture(texture, IntPtr.Zero, out IntPtr pixels, out int pitch);
UInt32* data = (UInt32*)pixels;
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foreach (var layer in layersToRender)
{
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if (layer == null)
continue;
var direction = layer.Directions[directionConversion[LocationDetails.MovementDirection]];
var frame = direction.Frames[frameIndex];
foreach (var cell in frame.Cells)
{
if (cell.PixelData == null)
continue; // TODO: This isn't good
for (int y = 0; y < cell.Height; y++)
{
for (int x = 0; x < cell.Width; x++)
{
// Index 0 is always transparent
var paletteIndex = cell.PixelData[x + (y * cell.Width)];
if (paletteIndex == 0)
continue;
var color = palette.Colors[paletteIndex];
var offsetX = x + cell.XOffset + (frame.Box.X - minX);
var offsetY = y + cell.YOffset + (frame.Box.Y - minY);
if (offsetX < 0 || offsetX > frameW || offsetY < 0 || offsetY > frameH)
throw new OpenDiablo2Exception("There is nothing we can do now.");
data[offsetX + (offsetY * (pitch / 4))] = color;
}
}
}
}
SDL.SDL_UnlockTexture(texture);
SDL.SDL_SetTextureBlendMode(texture, SDL.SDL_BlendMode.SDL_BLENDMODE_BLEND);
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// TODO: Temporary code!
cache.SpriteTexture[frameIndex] = texture;
cache.SpriteRect[frameIndex] = new SDL.SDL_Rect { x = minX, y = minY, w = frameW, h = frameH };
directionCache.Add(cache);
currentDirectionCache = cache;
}
}
}
}