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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-11-10 06:16:27 -05:00
OpenDiablo2/d2core/d2map/d2maprenderer/renderer.go
lord 0218cad717
organize d2common pakage (#716)
* move music path enumerations into d2resource

* move text dictionary (.tbl) loader into d2fileformats sub-package d2tbl

* lint fix, add doc file for d2tbl

* moved data_dictionary.go into d2fileformats sub-package d2txt, added doc file

* added sub-packages d2geom for geometry-related things, and d2path for path-related things

* moved calcstring.go to d2calculation

* move bitmuncher, bitstream, stream reader/writer from d2common into sub-package d2datautils

* fix lint errors in d2datadict loaders (caused by moving stuf around in d2common)

* move size.go into d2geom

* move d2common/cache.go into sub-package d2common/d2cache

* renamed d2debugutil to d2util, moved utility functions from d2common into d2util
2020-09-08 15:58:35 -04:00

637 lines
20 KiB
Go

package d2maprenderer
import (
"errors"
"fmt"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2util"
"image/color"
"log"
"math"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2math/d2vector"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2fileformats/d2ds1"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2map/d2mapengine"
)
const (
screenMiddleX = 400
two = 2
dbgOffsetXY = 40
dbgBoxWidth = 220
dbgBoxHeight = 60
dbgBoxPadding = 10
dbgCollisionSize = 5
dbgCollisionOffsetX = -3
dbgCollisionOffsetY = 4
whiteHalfOpacity = 0xffffff7f
blackQuarterOpacity = 0x00000040
lightGreenFullOpacity = 0x40ff00ff
magentaFullOpacity = 0xff00ffff
yellowFullOpacity = 0xffff00ff
lightBlueQuarterOpacity = 0x5050ff32
whiteQuarterOpacity = 0xffffff64
redQuarterOpacity = 0x74000064
subtilesPerTile = 5
orthoSubTileWidth = 16
orthoSubTileHeight = 8
orthoTileWidth = subtilesPerTile * orthoSubTileWidth
orthoTileHeight = subtilesPerTile * orthoSubTileHeight
)
// MapRenderer manages the game viewport and Camera. It requests tile and entity data from MapEngine and renders it.
type MapRenderer struct {
renderer d2interface.Renderer // Used for drawing operations
mapEngine *d2mapengine.MapEngine // The map engine that is being rendered
palette d2interface.Palette // The palette used for this map
viewport *Viewport // Used for rendering offsets
Camera Camera // Used to determine where on the map we are rendering
imageCacheRecords map[uint32]d2interface.Surface
mapDebugVisLevel int // Map debug visibility index (0=none, 1=tiles, 2=sub-tiles)
entityDebugVisLevel int // Entity Debug visibility index (0=none, 1=vectors)
lastFrameTime float64 // The last time the map was rendered
currentFrame int // Current render frame (for animations)
}
// CreateMapRenderer creates a new MapRenderer, sets the required fields and returns a pointer to it.
func CreateMapRenderer(renderer d2interface.Renderer, mapEngine *d2mapengine.MapEngine,
term d2interface.Terminal, startX, startY float64) *MapRenderer {
result := &MapRenderer{
renderer: renderer,
mapEngine: mapEngine,
viewport: NewViewport(0, 0, 800, 600),
}
result.Camera = Camera{}
rx, ry := result.WorldToOrtho(startX, startY)
startPosition := d2vector.NewPosition(rx, ry)
result.Camera.position = &startPosition
result.viewport.SetCamera(&result.Camera)
var err error
err = term.BindAction("mapdebugvis", "set map debug visualization level", func(level int) {
result.mapDebugVisLevel = level
})
if err != nil {
fmt.Printf("could not bind the mapdebugvis action, err: %v\n", err)
}
err = term.BindAction("entitydebugvis", "set entity debug visualization level", func(level int) {
result.entityDebugVisLevel = level
})
if err != nil {
fmt.Printf("could not bind the entitydebugvis action, err: %v\n", err)
}
if mapEngine.LevelType().ID != 0 {
result.generateTileCache()
}
return result
}
// RegenerateTileCache calls MapRenderer.generateTileCache().
func (mr *MapRenderer) RegenerateTileCache() {
mr.generateTileCache()
}
// SetMapEngine sets the MapEngine this renderer is rendering.
func (mr *MapRenderer) SetMapEngine(mapEngine *d2mapengine.MapEngine) {
mr.mapEngine = mapEngine
mr.generateTileCache()
}
// Render determines the width and height of map tiles that should be rendered. The following four render passes are
// made in succession:
//
// Pass 1: Lower wall tiles, tile shadows and floor tiles.
//
// Pass 2: Entities below walls.
//
// Pass 3: Upper wall tiles and entities above walls.
//
// Pass 4: Roof tiles.
func (mr *MapRenderer) Render(target d2interface.Surface) {
mapSize := mr.mapEngine.Size()
stxf, styf := mr.viewport.ScreenToWorld(screenMiddleX, -200)
etxf, etyf := mr.viewport.ScreenToWorld(screenMiddleX, 1050)
startX := int(math.Max(0, math.Floor(stxf)))
startY := int(math.Max(0, math.Floor(styf)))
endX := int(math.Min(float64(mapSize.Width), math.Ceil(etxf)))
endY := int(math.Min(float64(mapSize.Height), math.Ceil(etyf)))
mr.renderPass1(target, startX, startY, endX, endY)
mr.renderPass2(target, startX, startY, endX, endY)
if mr.mapDebugVisLevel > 0 {
mr.renderMapDebug(mr.mapDebugVisLevel, target, startX, startY, endX, endY)
}
mr.renderPass3(target, startX, startY, endX, endY)
mr.renderPass4(target, startX, startY, endX, endY)
if mr.entityDebugVisLevel > 0 {
mr.renderEntityDebug(target)
}
}
// MoveCameraTo sets the position of the Camera to the given x and y coordinates.
func (mr *MapRenderer) MoveCameraTo(position *d2vector.Position) {
mr.Camera.MoveTo(position)
}
// MoveCameraBy adds the given vector to the current position of the Camera.
func (mr *MapRenderer) MoveCameraBy(vector *d2vector.Vector) {
mr.Camera.MoveBy(vector)
}
// MoveCameraTargetBy adds the given vector to the current position of the Camera.
func (mr *MapRenderer) MoveCameraTargetBy(vector *d2vector.Vector) {
mr.Camera.MoveTargetBy(vector)
}
// ScreenToWorld returns the world position for the given screen (pixel) position.
func (mr *MapRenderer) ScreenToWorld(x, y int) (worldX, worldY float64) {
return mr.viewport.ScreenToWorld(x, y)
}
// ScreenToOrtho returns the orthogonal position, without accounting for the isometric angle, for the given screen
// (pixel) position.
func (mr *MapRenderer) ScreenToOrtho(x, y int) (orthoX, orthoY float64) {
return mr.viewport.ScreenToOrtho(x, y)
}
// WorldToOrtho returns the orthogonal position for the given isometric world position.
func (mr *MapRenderer) WorldToOrtho(x, y float64) (orthoX, orthoY float64) {
return mr.viewport.WorldToOrtho(x, y)
}
// Lower wall tiles, tile shadows and floor tiles.
func (mr *MapRenderer) renderPass1(target d2interface.Surface, startX, startY, endX, endY int) {
for tileY := startY; tileY < endY; tileY++ {
for tileX := startX; tileX < endX; tileX++ {
tile := mr.mapEngine.TileAt(tileX, tileY)
mr.viewport.PushTranslationWorld(float64(tileX), float64(tileY))
mr.renderTilePass1(tile, target)
mr.viewport.PopTranslation()
}
}
}
// Entities below walls.
func (mr *MapRenderer) renderPass2(target d2interface.Surface, startX, startY, endX, endY int) {
for tileY := startY; tileY < endY; tileY++ {
for tileX := startX; tileX < endX; tileX++ {
mr.viewport.PushTranslationWorld(float64(tileX), float64(tileY))
tileEnt := make([]d2interface.MapEntity, 0)
// TODO: Do not loop over every entity every frame
for _, mapEntity := range mr.mapEngine.Entities() {
pos := mapEntity.GetPosition()
vec := pos.World()
entityX, entityY := vec.X(), vec.Y()
if mapEntity.GetLayer() != 1 {
continue
}
if (int(entityX) != tileX) || (int(entityY) != tileY) {
continue
}
tileEnt = append(tileEnt, mapEntity)
}
for subY := 0; subY < 5; subY++ {
for subX := 0; subX < 5; subX++ {
for _, mapEntity := range tileEnt {
pos := mapEntity.GetPosition()
if (int(pos.SubTileOffset().X()) != subX) || (int(pos.SubTileOffset().Y()) != subY) {
continue
}
target.PushTranslation(mr.viewport.GetTranslationScreen())
mapEntity.Render(target)
target.Pop()
}
}
}
mr.viewport.PopTranslation()
}
}
}
// Upper wall tiles and entities above walls.
func (mr *MapRenderer) renderPass3(target d2interface.Surface, startX, startY, endX, endY int) {
for tileY := startY; tileY < endY; tileY++ {
for tileX := startX; tileX < endX; tileX++ {
tile := mr.mapEngine.TileAt(tileX, tileY)
mr.viewport.PushTranslationWorld(float64(tileX), float64(tileY))
mr.renderTilePass2(tile, target)
tileEnt := make([]d2interface.MapEntity, 0)
// TODO: Do not loop over every entity every frame
for _, mapEntity := range mr.mapEngine.Entities() {
pos := mapEntity.GetPosition()
vec := pos.World()
entityX, entityY := vec.X(), vec.Y()
if mapEntity.GetLayer() == 1 {
continue
}
if (int(entityX) != tileX) || (int(entityY) != tileY) {
continue
}
tileEnt = append(tileEnt, mapEntity)
}
for subY := 0; subY < 5; subY++ {
for subX := 0; subX < 5; subX++ {
for _, mapEntity := range tileEnt {
pos := mapEntity.GetPosition()
if (int(pos.SubTileOffset().X()) != subX) || (int(pos.SubTileOffset().Y()) != subY) {
continue
}
target.PushTranslation(mr.viewport.GetTranslationScreen())
mapEntity.Render(target)
target.Pop()
}
}
}
mr.viewport.PopTranslation()
}
}
}
// Roof tiles.
func (mr *MapRenderer) renderPass4(target d2interface.Surface, startX, startY, endX, endY int) {
for tileY := startY; tileY < endY; tileY++ {
for tileX := startX; tileX < endX; tileX++ {
tile := mr.mapEngine.TileAt(tileX, tileY)
mr.viewport.PushTranslationWorld(float64(tileX), float64(tileY))
mr.renderTilePass3(tile, target)
mr.viewport.PopTranslation()
}
}
}
func (mr *MapRenderer) renderTilePass1(tile *d2mapengine.MapTile, target d2interface.Surface) {
for _, wall := range tile.Components.Walls {
if !wall.Hidden && wall.Prop1 != 0 && wall.Type.LowerWall() {
mr.renderWall(wall, mr.viewport, target)
}
}
for _, floor := range tile.Components.Floors {
if !floor.Hidden && floor.Prop1 != 0 {
mr.renderFloor(floor, target)
}
}
for _, shadow := range tile.Components.Shadows {
if !shadow.Hidden && shadow.Prop1 != 0 {
mr.renderShadow(shadow, target)
}
}
}
func (mr *MapRenderer) renderTilePass2(tile *d2mapengine.MapTile, target d2interface.Surface) {
for _, wall := range tile.Components.Walls {
if !wall.Hidden && wall.Type.UpperWall() {
mr.renderWall(wall, mr.viewport, target)
}
}
}
func (mr *MapRenderer) renderTilePass3(tile *d2mapengine.MapTile, target d2interface.Surface) {
for _, wall := range tile.Components.Walls {
if wall.Type == d2enum.TileRoof {
mr.renderWall(wall, mr.viewport, target)
}
}
}
func (mr *MapRenderer) renderFloor(tile d2ds1.FloorShadowRecord, target d2interface.Surface) {
var img d2interface.Surface
if !tile.Animated {
img = mr.getImageCacheRecord(tile.Style, tile.Sequence, 0, tile.RandomIndex)
} else {
img = mr.getImageCacheRecord(tile.Style, tile.Sequence, 0, byte(mr.currentFrame))
}
if img == nil {
log.Printf("Render called on uncached floor {%v,%v}", tile.Style, tile.Sequence)
return
}
mr.viewport.PushTranslationOrtho(-80, float64(tile.YAdjust))
defer mr.viewport.PopTranslation()
target.PushTranslation(mr.viewport.GetTranslationScreen())
defer target.Pop()
if err := target.Render(img); err != nil {
fmt.Printf("failed to render the floor, err: %v\n", err)
}
}
func (mr *MapRenderer) renderWall(tile d2ds1.WallRecord, viewport *Viewport, target d2interface.Surface) {
img := mr.getImageCacheRecord(tile.Style, tile.Sequence, tile.Type, tile.RandomIndex)
if img == nil {
log.Printf("Render called on uncached wall {%v,%v,%v}", tile.Style, tile.Sequence, tile.Type)
return
}
viewport.PushTranslationOrtho(-80, float64(tile.YAdjust))
defer viewport.PopTranslation()
target.PushTranslation(viewport.GetTranslationScreen())
defer target.Pop()
if err := target.Render(img); err != nil {
fmt.Printf("failed to render the wall, err: %v\n", err)
}
}
func (mr *MapRenderer) renderShadow(tile d2ds1.FloorShadowRecord, target d2interface.Surface) {
img := mr.getImageCacheRecord(tile.Style, tile.Sequence, 13, tile.RandomIndex)
if img == nil {
log.Printf("Render called on uncached shadow {%v,%v}", tile.Style, tile.Sequence)
return
}
defer mr.viewport.PushTranslationOrtho(-80, float64(tile.YAdjust)).PopTranslation()
target.PushTranslation(mr.viewport.GetTranslationScreen())
defer target.Pop()
target.PushColor(color.RGBA{R: 255, G: 255, B: 255, A: 160}) //nolint:gomnd // Not a magic number...
defer target.Pop()
if err := target.Render(img); err != nil {
fmt.Printf("failed to render the shadow, err: %v\n", err)
}
}
func (mr *MapRenderer) renderMapDebug(mapDebugVisLevel int, target d2interface.Surface, startX, startY, endX, endY int) {
for tileY := startY; tileY < endY; tileY++ {
for tileX := startX; tileX < endX; tileX++ {
mr.viewport.PushTranslationWorld(float64(tileX), float64(tileY))
mr.renderTileDebug(tileX, tileY, mapDebugVisLevel, target)
mr.viewport.PopTranslation()
}
}
}
//nolint:funlen // doesn't make sense to split this function
func (mr *MapRenderer) renderEntityDebug(target d2interface.Surface) {
entities := mr.mapEngine.Entities()
for idx := range entities {
e := entities[idx]
pos := e.GetPosition()
world := pos
x, y := world.X()/subtilesPerTile, world.Y()/subtilesPerTile
velocity := e.GetVelocity()
velocity = *velocity.Clone()
vx, vy := mr.viewport.WorldToOrtho(velocity.X(), velocity.Y())
screenX, screenY := mr.viewport.WorldToScreen(x, y)
offX, offY := dbgOffsetXY, -dbgOffsetXY
entScreenXf, entScreenYf := mr.WorldToScreenF(e.GetPositionF())
entScreenX := int(math.Floor(entScreenXf))
entScreenY := int(math.Floor(entScreenYf))
entityWidth, entityHeight := e.GetSize()
halfWidth, halfHeight := entityWidth/two, entityHeight/two
l, r := entScreenX-halfWidth, entScreenX+halfWidth
t, b := entScreenY-halfHeight, entScreenY+halfHeight
mx, my := mr.renderer.GetCursorPos()
xWithin := (l <= mx) && (r >= mx)
yWithin := (t <= my) && (b >= my)
within := xWithin && yWithin
boxLineColor := d2util.Color(magentaFullOpacity)
boxHoverColor := d2util.Color(yellowFullOpacity)
boxColor := boxLineColor
if within {
boxColor = boxHoverColor
}
stack := 0
// box
mr.viewport.PushTranslationWorld(x, y)
target.PushTranslation(screenX, screenY)
stack++
target.PushTranslation(-halfWidth, -halfHeight)
stack++
target.DrawLine(0, entityHeight, boxColor)
target.DrawLine(entityWidth, 0, boxColor)
target.PushTranslation(entityWidth, entityHeight)
stack++
target.DrawLine(-entityWidth, 0, boxColor)
target.DrawLine(0, -entityHeight, boxColor)
target.PopN(stack)
mr.viewport.PopTranslation()
// hover
if within {
mr.viewport.PushTranslationWorld(x, y)
target.PushTranslation(screenX, screenY)
target.DrawLine(offX, offY, d2util.Color(whiteHalfOpacity))
target.PushTranslation(offX+dbgBoxPadding, offY-dbgBoxPadding*two)
target.PushTranslation(-dbgOffsetXY, -dbgOffsetXY)
target.DrawRect(dbgBoxWidth, dbgBoxHeight, d2util.Color(blackQuarterOpacity))
target.Pop()
target.DrawTextf("World (%.2f, %.2f)\nVelocity (%.2f, %.2f)", x, y, vx, vy)
target.Pop()
target.DrawLine(int(vx), int(vy), d2util.Color(lightGreenFullOpacity))
target.Pop()
mr.viewport.PopTranslation()
}
}
}
// WorldToScreen returns the screen (pixel) position for the given isometric world position as two ints.
func (mr *MapRenderer) WorldToScreen(x, y float64) (screenX, screenY int) {
return mr.viewport.WorldToScreen(x, y)
}
// WorldToScreenF returns the screen (pixel) position for the given isometric world position as two float64s.
func (mr *MapRenderer) WorldToScreenF(x, y float64) (screenX, screenY float64) {
return mr.viewport.WorldToScreenF(x, y)
}
func (mr *MapRenderer) renderTileDebug(ax, ay, debugVisLevel int, target d2interface.Surface) {
subTileColor := d2util.Color(lightBlueQuarterOpacity)
tileColor := d2util.Color(whiteQuarterOpacity)
tileCollisionColor := d2util.Color(redQuarterOpacity)
screenX1, screenY1 := mr.viewport.WorldToScreen(float64(ax), float64(ay))
screenX2, screenY2 := mr.viewport.WorldToScreen(float64(ax+1), float64(ay))
screenX3, screenY3 := mr.viewport.WorldToScreen(float64(ax), float64(ay+1))
target.PushTranslation(screenX1, screenY1)
defer target.Pop()
target.DrawLine(screenX2-screenX1, screenY2-screenY1, tileColor)
target.DrawLine(screenX3-screenX1, screenY3-screenY1, tileColor)
target.PushTranslation(-10, 10)
target.DrawTextf("%v, %v", ax, ay)
target.Pop()
if debugVisLevel > 1 {
for i := 1; i <= 4; i++ {
x2 := i * orthoSubTileWidth
y2 := i * orthoSubTileHeight
target.PushTranslation(-x2, y2)
target.DrawLine(orthoTileWidth, orthoTileHeight, subTileColor)
target.Pop()
target.PushTranslation(x2, y2)
target.DrawLine(-orthoTileWidth, orthoTileHeight, subTileColor)
target.Pop()
}
tile := mr.mapEngine.TileAt(ax, ay)
for i, wall := range tile.Components.Walls {
if wall.Type.Special() {
target.PushTranslation(-20, 10+(i+1)*14) // what are these magic numbers??
target.DrawTextf("s: %v-%v", wall.Style, wall.Sequence)
target.Pop()
}
}
for yy := 0; yy < 5; yy++ {
for xx := 0; xx < 5; xx++ {
isoX := (xx - yy) * orthoSubTileWidth
isoY := (xx + yy) * orthoSubTileHeight
blocked := tile.GetSubTileFlags(xx, yy).BlockWalk
if blocked {
target.PushTranslation(isoX+dbgCollisionOffsetX, isoY+dbgCollisionOffsetY)
target.DrawRect(dbgCollisionSize, dbgCollisionSize, tileCollisionColor)
target.Pop()
}
}
}
}
}
// Advance is called once per frame and maintains the MapRenderer's record previous render timestamp and current frame.
func (mr *MapRenderer) Advance(elapsed float64) {
frameLength := 0.1
mr.lastFrameTime += elapsed
framesAdvanced := int(mr.lastFrameTime / frameLength)
mr.lastFrameTime -= float64(framesAdvanced) * frameLength
mr.currentFrame += framesAdvanced
if mr.currentFrame > 9 {
mr.currentFrame = 0
}
mr.Camera.Advance(elapsed)
}
func loadPaletteForAct(levelType d2enum.RegionIdType) (d2interface.Palette, error) {
var palettePath string
switch levelType {
case d2enum.RegionAct1Town, d2enum.RegionAct1Wilderness, d2enum.RegionAct1Cave, d2enum.RegionAct1Crypt,
d2enum.RegionAct1Monestary, d2enum.RegionAct1Courtyard, d2enum.RegionAct1Barracks,
d2enum.RegionAct1Jail, d2enum.RegionAct1Cathedral, d2enum.RegionAct1Catacombs, d2enum.RegionAct1Tristram:
palettePath = d2resource.PaletteAct1
case d2enum.RegionAct2Town, d2enum.RegionAct2Sewer, d2enum.RegionAct2Harem, d2enum.RegionAct2Basement,
d2enum.RegionAct2Desert, d2enum.RegionAct2Tomb, d2enum.RegionAct2Lair, d2enum.RegionAct2Arcane:
palettePath = d2resource.PaletteAct2
case d2enum.RegionAct3Town, d2enum.RegionAct3Jungle, d2enum.RegionAct3Kurast, d2enum.RegionAct3Spider,
d2enum.RegionAct3Dungeon, d2enum.RegionAct3Sewer:
palettePath = d2resource.PaletteAct3
case d2enum.RegionAct4Town, d2enum.RegionAct4Mesa, d2enum.RegionAct4Lava, d2enum.RegionAct5Lava:
palettePath = d2resource.PaletteAct4
case d2enum.RegonAct5Town, d2enum.RegionAct5Siege, d2enum.RegionAct5Barricade, d2enum.RegionAct5Temple,
d2enum.RegionAct5IceCaves, d2enum.RegionAct5Baal:
palettePath = d2resource.PaletteAct5
default:
return nil, errors.New("failed to find palette for region")
}
return d2asset.LoadPalette(palettePath)
}
// ViewportToLeft moves the viewport to the left.
func (mr *MapRenderer) ViewportToLeft() {
mr.viewport.toLeft()
}
// ViewportToRight moves the viewport to the right.
func (mr *MapRenderer) ViewportToRight() {
mr.viewport.toRight()
}
// ViewportDefault resets the viewport to it's default position.
func (mr *MapRenderer) ViewportDefault() {
mr.viewport.resetAlign()
}
// SetCameraTarget sets the Camera target
func (mr *MapRenderer) SetCameraTarget(position *d2vector.Position) {
mr.Camera.SetTarget(position)
}
// SetCameraPosition sets the Camera position
func (mr *MapRenderer) SetCameraPosition(position *d2vector.Position) {
mr.Camera.MoveTo(position)
}
// InvalidateImageCache the global region image cache. Call this when you are changing regions.
func (mr *MapRenderer) InvalidateImageCache() {
mr.imageCacheRecords = nil
}
func (mr *MapRenderer) getImageCacheRecord(style, sequence byte, tileType d2enum.TileType, randomIndex byte) d2interface.Surface {
lookupIndex := uint32(style)<<24 | uint32(sequence)<<16 | uint32(tileType)<<8 | uint32(randomIndex)
return mr.imageCacheRecords[lookupIndex]
}
func (mr *MapRenderer) setImageCacheRecord(style, sequence byte, tileType d2enum.TileType, randomIndex byte, image d2interface.Surface) {
lookupIndex := uint32(style)<<24 | uint32(sequence)<<16 | uint32(tileType)<<8 | uint32(randomIndex)
if mr.imageCacheRecords == nil {
mr.imageCacheRecords = make(map[uint32]d2interface.Surface)
}
mr.imageCacheRecords[lookupIndex] = image
}