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https://github.com/OpenDiablo2/OpenDiablo2
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Frame atlas for DCC directions (#255)
Combine the animation frames of the current DCC direction into one image.
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cc678ba747
commit
21cead11b9
@ -2,6 +2,7 @@ package d2render
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import (
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"fmt"
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"image"
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"log"
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"math"
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"math/rand"
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@ -20,7 +21,9 @@ import (
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var DccLayerNames = []string{"HD", "TR", "LG", "RA", "LA", "RH", "LH", "SH", "S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8"}
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type LayerCacheEntry struct {
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frames []*ebiten.Image
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frameSheet *ebiten.Image
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frameWidth int
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frameHeight int
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compositeMode ebiten.CompositeMode
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offsetX, offsetY int32
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}
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@ -45,14 +48,13 @@ type AnimatedEntity struct {
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direction int
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currentFrame int
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offsetX, offsetY int32
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//frameLocations []d2common.Rectangle
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object *d2datadict.ObjectLookupRecord
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layerCache []LayerCacheEntry
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drawOrder [][]d2enum.CompositeType
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TargetX float64
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TargetY float64
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action int32
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repetitions int32
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object *d2datadict.ObjectLookupRecord
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layerCache []LayerCacheEntry
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drawOrder [][]d2enum.CompositeType
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TargetX float64
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TargetY float64
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action int32
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repetitions int32
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}
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// CreateAnimatedEntity creates an instance of AnimatedEntity
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@ -64,7 +66,6 @@ func CreateAnimatedEntity(x, y int32, object *d2datadict.ObjectLookupRecord, fil
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object: object,
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palette: palette,
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layerCache: make([]LayerCacheEntry, d2enum.CompositeTypeMax),
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//frameLocations: []d2common.Rectangle{},
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}
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result.dccLayers = make(map[string]d2dcc.DCC)
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result.LocationX = float64(x)
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@ -184,15 +185,18 @@ func (v *AnimatedEntity) Render(target *ebiten.Image, offsetX, offsetY int) {
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return
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}
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for _, layerIdx := range v.drawOrder[v.currentFrame] {
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if v.currentFrame < 0 || v.layerCache[layerIdx].frames == nil || v.currentFrame >= len(v.layerCache[layerIdx].frames) || v.layerCache[layerIdx].frames[v.currentFrame] == nil {
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if v.currentFrame < 0 || v.layerCache[layerIdx].frameSheet == nil || v.currentFrame >= v.framesToAnimate {
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continue
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}
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opts := &ebiten.DrawImageOptions{}
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layer := v.layerCache[layerIdx]
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x := float64(v.offsetX) + float64(offsetX) + localX + float64(v.layerCache[layerIdx].offsetX)
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y := float64(v.offsetY) + float64(offsetY) + localY + float64(v.layerCache[layerIdx].offsetY)
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opts.GeoM.Translate(x, y)
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opts.CompositeMode = v.layerCache[layerIdx].compositeMode
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if err := target.DrawImage(v.layerCache[layerIdx].frames[v.currentFrame], opts); err != nil {
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xOffset := layer.frameWidth * v.currentFrame
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sheetIndex := image.Rect(xOffset, 0, xOffset+layer.frameWidth, layer.frameHeight)
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if err := target.DrawImage(layer.frameSheet.SubImage(sheetIndex).(*ebiten.Image), opts); err != nil {
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log.Panic(err.Error())
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}
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}
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@ -239,7 +243,6 @@ func (v *AnimatedEntity) updateFrameCache(resetAnimation bool) {
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if !dccLayer.IsValid() {
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continue
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}
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v.layerCache[layerType].frames = make([]*ebiten.Image, v.framesToAnimate)
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minX := int32(10000)
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minY := int32(10000)
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@ -280,16 +283,15 @@ func (v *AnimatedEntity) updateFrameCache(resetAnimation bool) {
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}
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}
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pixels := make([]byte, actualWidth*actualHeight*4)
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pixels := make([]byte, int32(v.framesToAnimate)*(actualWidth*actualHeight*4))
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for animationIdx := 0; animationIdx < v.framesToAnimate; animationIdx++ {
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for i := 0; i < int(actualWidth*actualHeight); i++ {
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pixels[(i*4)+3] = 0
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}
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if animationIdx >= len(dccLayer.Directions[dccDirection].Frames) {
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log.Printf("Invalid animation index of %d for animated entity", animationIdx)
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continue
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}
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sheetOffset := int(actualWidth) * animationIdx
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combinedWidth := int(actualWidth) * v.framesToAnimate
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frame := dccLayer.Directions[dccDirection].Frames[animationIdx]
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for y := 0; y < dccLayer.Directions[dccDirection].Box.Height; y++ {
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@ -301,15 +303,18 @@ func (v *AnimatedEntity) updateFrameCache(resetAnimation bool) {
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color := d2datadict.Palettes[v.palette].Colors[paletteIndex]
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actualX := (x + dccLayer.Directions[dccDirection].Box.Left) - int(minX)
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actualY := (y + dccLayer.Directions[dccDirection].Box.Top) - int(minY)
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pixels[(actualX*4)+(actualY*int(actualWidth)*4)] = color.R
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pixels[(actualX*4)+(actualY*int(actualWidth)*4)+1] = color.G
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pixels[(actualX*4)+(actualY*int(actualWidth)*4)+2] = color.B
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pixels[(actualX*4)+(actualY*int(actualWidth)*4)+3] = transparency
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idx := (sheetOffset + actualX + ((actualY) * combinedWidth)) * 4
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pixels[idx] = color.R
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pixels[idx+1] = color.G
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pixels[idx+2] = color.B
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pixels[idx+3] = transparency
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}
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}
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v.layerCache[layerType].frames[animationIdx], _ = ebiten.NewImage(int(actualWidth), int(actualHeight), ebiten.FilterNearest)
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_ = v.layerCache[layerType].frames[animationIdx].ReplacePixels(pixels)
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}
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v.layerCache[layerType].frameSheet, _ = ebiten.NewImage(int(actualWidth)*v.framesToAnimate, int(actualHeight), ebiten.FilterNearest)
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_ = v.layerCache[layerType].frameSheet.ReplacePixels(pixels)
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v.layerCache[layerType].frameWidth = int(actualWidth)
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v.layerCache[layerType].frameHeight = int(actualHeight)
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}
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}
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