From 71f30a571499939c4fddabb3352ce460ef58d125 Mon Sep 17 00:00:00 2001 From: Tim Sarbin Date: Mon, 25 Nov 2019 19:58:30 -0500 Subject: [PATCH] Revert "Cache each cof layer individually and set blending (#235)" (#237) This reverts commit 1bfbffc48dc53faf8831dc9ba9c8ce2903c3e81c. --- d2render/animated_entity.go | 201 +++++++++++++++++++++++------------- 1 file changed, 129 insertions(+), 72 deletions(-) diff --git a/d2render/animated_entity.go b/d2render/animated_entity.go index bd11c217..00fb29db 100644 --- a/d2render/animated_entity.go +++ b/d2render/animated_entity.go @@ -28,12 +28,6 @@ var DccLayerNames = []string{"HD", "TR", "LG", "RA", "LA", "RH", "LH", "SH", "S1 // DirectionLookup is used to decode the direction offset indexes var DirectionLookup = []int{9, 15, 5, 6, 4, 12, 10, 2, 8, 13, 1, 7, 0, 14, 11, 3} -type LayerCacheEntry struct { - frames []*ebiten.Image - compositeMode ebiten.CompositeMode - offsetX, offsetY int32 -} - // AnimatedEntity represents an entity on the map that can be animated type AnimatedEntity struct { fileProvider d2interface.FileProvider @@ -55,10 +49,9 @@ type AnimatedEntity struct { direction int currentFrame int offsetX, offsetY int32 + frames []*ebiten.Image //frameLocations []d2common.Rectangle - object *d2datadict.ObjectLookupRecord - layerCache []LayerCacheEntry - drawOrder [][]d2enum.CompositeType + object *d2datadict.ObjectLookupRecord } // CreateAnimatedEntity creates an instance of AnimatedEntity @@ -69,7 +62,7 @@ func CreateAnimatedEntity(x, y int32, object *d2datadict.ObjectLookupRecord, fil token: object.Token, object: object, palette: palette, - layerCache: make([]LayerCacheEntry, d2enum.CompositeTypeMax), + frames: []*ebiten.Image{}, //frameLocations: []d2common.Rectangle{}, } result.dccLayers = make(map[string]d2dcc.DCC) @@ -92,6 +85,8 @@ func (v *AnimatedEntity) SetMode(animationMode, weaponClass string, direction in if v.direction >= v.Cof.NumberOfDirections { v.direction = v.Cof.NumberOfDirections - 1 } + //v.frames = make(map[string][]*ebiten.Image) + //v.frameLocations = make(map[string][]d2common.Rectangle) v.dccLayers = make(map[string]d2dcc.DCC) for _, cofLayer := range v.Cof.CofLayers { layerName := DccLayerNames[cofLayer.Type] @@ -102,6 +97,7 @@ func (v *AnimatedEntity) SetMode(animationMode, weaponClass string, direction in } v.updateFrameCache() + //v.cacheFrames() } func (v *AnimatedEntity) LoadLayer(layer string, fileProvider d2interface.FileProvider) d2dcc.DCC { @@ -165,22 +161,38 @@ func (v *AnimatedEntity) Render(target *ebiten.Image, offsetX, offsetY int) { } } } + if v.currentFrame < 0 || v.frames == nil || v.currentFrame >= len(v.frames) || v.frames[v.currentFrame] == nil { + return + } localX := (v.subcellX - v.subcellY) * 16 localY := ((v.subcellX + v.subcellY) * 8) - 5 - - for _, layerIdx := range v.drawOrder[v.currentFrame] { - if v.currentFrame < 0 || v.layerCache[layerIdx].frames == nil || v.currentFrame >= len(v.layerCache[layerIdx].frames) || v.layerCache[layerIdx].frames[v.currentFrame] == nil { - continue - } - opts := &ebiten.DrawImageOptions{} - x := float64(v.offsetX) + float64(offsetX) + localX + float64(v.layerCache[layerIdx].offsetX) - y := float64(v.offsetY) + float64(offsetY) + localY + float64(v.layerCache[layerIdx].offsetY) - opts.GeoM.Translate(x, y) - opts.CompositeMode = v.layerCache[layerIdx].compositeMode - if err := target.DrawImage(v.layerCache[layerIdx].frames[v.currentFrame], opts); err != nil { - log.Panic(err.Error()) - } + opts := &ebiten.DrawImageOptions{} + opts.GeoM.Translate(float64(v.offsetX)+float64(offsetX)+localX, float64(v.offsetY)+float64(offsetY)+localY) + if err := target.DrawImage(v.frames[v.currentFrame], opts); err != nil { + log.Panic(err.Error()) } + //for idx := 0; idx < v.Cof.NumberOfLayers; idx++ { + // priority := v.Cof.Priority[v.direction][v.currentFrame][idx] + // if int(priority) >= len(DccLayerNames) { + // continue + // } + // frameName := DccLayerNames[priority] + // if v.frames[frameName] == nil { + // continue + // } + // + // // Location within the current tile + // localX := (v.subcellX - v.subcellY) * 16 + // localY := ((v.subcellX + v.subcellY) * 8) - 5 + // + // // TODO: Transparency op maybe, but it'l murder batch calls + // opts := &ebiten.DrawImageOptions{} + // opts.GeoM.Translate(float64(v.frameLocations[frameName][v.currentFrame].Left+offsetX)+localX, + // float64(v.frameLocations[frameName][v.currentFrame].Top+offsetY)+localY) + // if err := target.DrawImage(v.frames[frameName][v.currentFrame], opts); err != nil { + // log.Panic(err.Error()) + // } + //} } func (v *AnimatedEntity) updateFrameCache() { @@ -194,71 +206,52 @@ func (v *AnimatedEntity) updateFrameCache() { v.animationSpeed = 1.0 / ((float64(animationData.AnimationSpeed) * 25.0) / 256.0) v.framesToAnimate = animationData.FramesPerDirection v.lastFrameTime = d2helper.Now() - - v.drawOrder = make([][]d2enum.CompositeType, v.framesToAnimate) - for frame := 0; frame < v.framesToAnimate; frame++ { - v.drawOrder[frame] = v.Cof.Priority[v.direction][frame] - } - + minX := int32(10000) + minY := int32(10000) + maxX := int32(-10000) + maxY := int32(-10000) for cofLayerIdx := range v.Cof.CofLayers { - layerType := v.Cof.CofLayers[cofLayerIdx].Type - layerName := DccLayerNames[layerType] + layerName := DccLayerNames[v.Cof.CofLayers[cofLayerIdx].Type] dccLayer := v.dccLayers[layerName] if !dccLayer.IsValid() { continue } - v.layerCache[layerType].frames = make([]*ebiten.Image, v.framesToAnimate) - - minX := int32(10000) - minY := int32(10000) - maxX := int32(-10000) - maxY := int32(-10000) for frameIdx := range dccLayer.Directions[v.direction].Frames { minX = d2helper.MinInt32(minX, int32(dccLayer.Directions[v.direction].Frames[frameIdx].Box.Left)) minY = d2helper.MinInt32(minY, int32(dccLayer.Directions[v.direction].Frames[frameIdx].Box.Top)) maxX = d2helper.MaxInt32(maxX, int32(dccLayer.Directions[v.direction].Frames[frameIdx].Box.Right())) maxY = d2helper.MaxInt32(maxY, int32(dccLayer.Directions[v.direction].Frames[frameIdx].Box.Bottom())) } - - v.layerCache[layerType].offsetX = minX - v.layerCache[layerType].offsetY = minY - actualWidth := maxX - minX - actualHeight := maxY - minY - - if (actualWidth <= 0) || (actualHeight < 0) { - log.Printf("Animated entity created with an invalid size of (%d, %d)", actualWidth, actualHeight) - return + } + v.offsetX = minX + v.offsetY = minY + actualWidth := maxX - minX + actualHeight := maxY - minY + if (actualWidth <= 0) || (actualHeight < 0) { + log.Printf("Animated entity created with an invalid size of (%d, %d)", actualWidth, actualHeight) + return + } + v.frames = make([]*ebiten.Image, v.framesToAnimate) + pixels := make([]byte, actualWidth*actualHeight*4) + for animationIdx := 0; animationIdx < v.framesToAnimate; animationIdx++ { + // This should be faster than allocating all the bytes all over again... + for i := 0; i < int(actualWidth*actualHeight); i++ { + pixels[(i*4)+3] = 0 } - - transparency := byte(255) - if v.Cof.CofLayers[cofLayerIdx].Transparent { - switch v.Cof.CofLayers[cofLayerIdx].DrawEffect { - //Lets pick whatever we have that's closest. - case d2enum.DrawEffectPctTransparency25: - transparency = byte(64) - case d2enum.DrawEffectPctTransparency50: - transparency = byte(128) - case d2enum.DrawEffectPctTransparency75: - transparency = byte(192) - case d2enum.DrawEffectModulate: - v.layerCache[layerType].compositeMode = ebiten.CompositeModeLighter - case d2enum.DrawEffectBurn: - // Flies in tal rasha's tomb use this - case d2enum.DrawEffectNormal: + for cofLayerIdx := range v.Cof.CofLayers { + layerName := DccLayerNames[v.Cof.CofLayers[cofLayerIdx].Type] + dccLayer := v.dccLayers[layerName] + if !dccLayer.IsValid() { + continue } - } - - pixels := make([]byte, actualWidth*actualHeight*4) - - for animationIdx := 0; animationIdx < v.framesToAnimate; animationIdx++ { - for i := 0; i < int(actualWidth*actualHeight); i++ { - pixels[(i*4)+3] = 0 + transparency := byte(255) + if v.Cof.CofLayers[cofLayerIdx].Transparent { + transparency = byte(128) } if animationIdx >= len(dccLayer.Directions[v.direction].Frames) { log.Printf("Invalid animation index of %d for animated entity", animationIdx) continue } - frame := dccLayer.Directions[v.direction].Frames[animationIdx] for y := 0; y < dccLayer.Directions[v.direction].Box.Height; y++ { for x := 0; x < dccLayer.Directions[v.direction].Box.Width; x++ { @@ -275,12 +268,76 @@ func (v *AnimatedEntity) updateFrameCache() { pixels[(actualX*4)+(actualY*int(actualWidth)*4)+3] = transparency } } - v.layerCache[layerType].frames[animationIdx], _ = ebiten.NewImage(int(actualWidth), int(actualHeight), ebiten.FilterNearest) - _ = v.layerCache[layerType].frames[animationIdx].ReplacePixels(pixels) } + v.frames[animationIdx], _ = ebiten.NewImage(int(actualWidth), int(actualHeight), ebiten.FilterNearest) + _ = v.frames[animationIdx].ReplacePixels(pixels) } } +//func (v *AnimatedEntity) cacheFrames(layerName string) { +// dcc := v.dccLayers[layerName] +// v.currentFrame = 0 +// animationData := d2data.AnimationData[strings.ToLower(v.token+v.animationMode+v.weaponClass)][0] +// v.animationSpeed = 1.0 / ((float64(animationData.AnimationSpeed) * 25.0) / 256.0) +// v.framesToAnimate = animationData.FramesPerDirection +// v.lastFrameTime = d2helper.Now() +// minX := int32(10000) +// minY := int32(10000) +// maxX := int32(-10000) +// maxY := int32(-10000) +// for _, layer := range dcc.Directions { +// minX = d2helper.MinInt32(minX, int32(layer.Box.Left)) +// minY = d2helper.MinInt32(minY, int32(layer.Box.Top)) +// maxX = d2helper.MaxInt32(maxX, int32(layer.Box.Right())) +// maxY = d2helper.MaxInt32(maxY, int32(layer.Box.Bottom())) +// } +// frameW := maxX - minX +// frameH := maxY - minY +// v.frames[layerName] = make([]*ebiten.Image, v.framesToAnimate) +// v.frameLocations[layerName] = make([]d2common.Rectangle, v.framesToAnimate) +// for frameIndex := range v.frames[layerName] { +// v.frames[layerName][frameIndex], _ = ebiten.NewImage(int(frameW), int(frameH), ebiten.FilterNearest) +// for layerIdx := 0; layerIdx < v.Cof.NumberOfLayers; layerIdx++ { +// transparency := byte(255) +// if v.Cof.CofLayers[layerIdx].Transparent { +// transparency = byte(128) +// } +// +// direction := dcc.Directions[v.direction] +// if frameIndex >= len(direction.Frames) { +// continue +// } +// frame := direction.Frames[frameIndex] +// img := image.NewRGBA(image.Rect(0, 0, int(frameW), int(frameH))) +// for y := 0; y < direction.Box.Height; y++ { +// for x := 0; x < direction.Box.Width; x++ { +// paletteIndex := frame.PixelData[x+(y*direction.Box.Width)] +// +// if paletteIndex == 0 { +// continue +// } +// color := d2datadict.Palettes[v.palette].Colors[paletteIndex] +// actualX := x + direction.Box.Left - int(minX) +// actualY := y + direction.Box.Top - int(minY) +// img.Pix[(actualX*4)+(actualY*int(frameW)*4)] = color.R +// img.Pix[(actualX*4)+(actualY*int(frameW)*4)+1] = color.G +// img.Pix[(actualX*4)+(actualY*int(frameW)*4)+2] = color.B +// img.Pix[(actualX*4)+(actualY*int(frameW)*4)+3] = transparency +// } +// } +// newImage, _ := ebiten.NewImageFromImage(img, ebiten.FilterNearest) +// img = nil +// v.frames[layerName][frameIndex] = newImage +// v.frameLocations[layerName][frameIndex] = d2common.Rectangle{ +// Left: int(minX), +// Top: int(minY), +// Width: int(frameW), +// Height: int(frameH), +// } +// } +// } +//} + func (v AnimatedEntity) GetDirection() int { return v.direction }