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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-11-06 18:27:20 -05:00
OpenDiablo2/d2render/sprite.go
2019-11-13 00:31:52 -05:00

347 lines
9.9 KiB
Go

package d2render
import (
"encoding/binary"
"image"
"image/color"
"log"
"sync"
"time"
"github.com/OpenDiablo2/OpenDiablo2/d2helper"
"github.com/OpenDiablo2/OpenDiablo2/d2data/d2datadict"
"github.com/hajimehoshi/ebiten"
)
// Sprite represents a type of object in D2 that is comprised of one or more frames and directions
type Sprite struct {
Directions uint32
FramesPerDirection uint32
atlas *ebiten.Image
Frames []SpriteFrame
SpecialFrameTime int
AnimateBackwards bool // Because why not
StopOnLastFrame bool
X, Y int
Frame, Direction int16
Blend bool
LastFrameTime time.Time
Animate bool
ColorMod color.Color
valid bool
}
// SpriteFrame represents a single frame of a sprite
type SpriteFrame struct {
Flip uint32
Width uint32
Height uint32
OffsetX int32
OffsetY int32
Unknown uint32
NextBlock uint32
Length uint32
ImageData []int16
FrameData []byte
Image *ebiten.Image
atlasX int
atlasY int
}
// CreateSprite creates an instance of a sprite
func CreateSprite(data []byte, palette d2datadict.PaletteRec) Sprite {
result := Sprite{
X: 50,
Y: 50,
Frame: 0,
Direction: 0,
Blend: false,
ColorMod: nil,
Directions: binary.LittleEndian.Uint32(data[16:20]),
FramesPerDirection: binary.LittleEndian.Uint32(data[20:24]),
Animate: false,
LastFrameTime: time.Now(),
SpecialFrameTime: -1,
StopOnLastFrame: false,
valid: false,
AnimateBackwards: false,
}
dataPointer := uint32(24)
totalFrames := result.Directions * result.FramesPerDirection
framePointers := make([]uint32, totalFrames)
for i := uint32(0); i < totalFrames; i++ {
framePointers[i] = binary.LittleEndian.Uint32(data[dataPointer : dataPointer+4])
dataPointer += 4
}
result.Frames = make([]SpriteFrame, totalFrames)
wg := sync.WaitGroup{}
wg.Add(int(totalFrames))
for i := uint32(0); i < totalFrames; i++ {
go func(i uint32) {
defer wg.Done()
dataPointer := framePointers[i]
result.Frames[i] = SpriteFrame{}
result.Frames[i].Flip = binary.LittleEndian.Uint32(data[dataPointer : dataPointer+4])
dataPointer += 4
result.Frames[i].Width = binary.LittleEndian.Uint32(data[dataPointer : dataPointer+4])
dataPointer += 4
result.Frames[i].Height = binary.LittleEndian.Uint32(data[dataPointer : dataPointer+4])
dataPointer += 4
result.Frames[i].OffsetX = d2helper.BytesToInt32(data[dataPointer : dataPointer+4])
dataPointer += 4
result.Frames[i].OffsetY = d2helper.BytesToInt32(data[dataPointer : dataPointer+4])
dataPointer += 4
result.Frames[i].Unknown = binary.LittleEndian.Uint32(data[dataPointer : dataPointer+4])
dataPointer += 4
result.Frames[i].NextBlock = binary.LittleEndian.Uint32(data[dataPointer : dataPointer+4])
dataPointer += 4
result.Frames[i].Length = binary.LittleEndian.Uint32(data[dataPointer : dataPointer+4])
dataPointer += 4
result.Frames[i].ImageData = make([]int16, result.Frames[i].Width*result.Frames[i].Height)
for fi := range result.Frames[i].ImageData {
result.Frames[i].ImageData[fi] = -1
}
x := uint32(0)
y := result.Frames[i].Height - 1
for {
b := data[dataPointer]
dataPointer++
if b == 0x80 {
if y == 0 {
break
}
y--
x = 0
} else if (b & 0x80) > 0 {
transparentPixels := b & 0x7F
for ti := byte(0); ti < transparentPixels; ti++ {
result.Frames[i].ImageData[x+(y*result.Frames[i].Width)+uint32(ti)] = -1
}
x += uint32(transparentPixels)
} else {
for bi := 0; bi < int(b); bi++ {
result.Frames[i].ImageData[x+(y*result.Frames[i].Width)+uint32(bi)] = int16(data[dataPointer])
dataPointer++
}
x += uint32(b)
}
}
result.Frames[i].FrameData = make([]byte, result.Frames[i].Width*result.Frames[i].Height*4)
for ii := uint32(0); ii < result.Frames[i].Width*result.Frames[i].Height; ii++ {
if result.Frames[i].ImageData[ii] < 1 { // TODO: Is this == -1 or < 1?
continue
}
result.Frames[i].FrameData[ii*4] = palette.Colors[result.Frames[i].ImageData[ii]].R
result.Frames[i].FrameData[(ii*4)+1] = palette.Colors[result.Frames[i].ImageData[ii]].G
result.Frames[i].FrameData[(ii*4)+2] = palette.Colors[result.Frames[i].ImageData[ii]].B
result.Frames[i].FrameData[(ii*4)+3] = 0xFF
}
//newImage, _ := ebiten.NewImageFromImage(img, ebiten.FilterNearest)
//result.Frames[i].Image = newImage
//img = nil
}(i)
}
wg.Wait()
frame := 0
curMaxWidth := 0
atlasWidth := 0
atlasHeight := 0
curX := 0
curY := 0
const maxHeight = 8192
for d := 0; d < int(result.Directions); d++ {
for f := 0; f < int(result.FramesPerDirection); f++ {
if curY+int(result.Frames[frame].Height) >= maxHeight {
curX += curMaxWidth
curY = 0
curMaxWidth = 0
if curX >= maxHeight {
log.Fatal("Ran out of texture atlas space!")
}
}
result.Frames[frame].atlasX = curX
result.Frames[frame].atlasY = curY
curMaxWidth = int(d2helper.Max(uint32(curMaxWidth), result.Frames[frame].Width))
atlasWidth = int(d2helper.Max(uint32(atlasWidth), uint32(curX)+result.Frames[frame].Width))
atlasHeight = int(d2helper.Max(uint32(atlasHeight), uint32(curY)+result.Frames[frame].Height))
curY += int(result.Frames[frame].Height)
frame++
}
}
p2 := 1
for p2 < atlasWidth {
p2 <<= 1
}
atlasWidth = p2
p2 = 1
for p2 < atlasHeight {
p2 <<= 1
}
atlasHeight = p2
result.atlas, _ = ebiten.NewImage(atlasWidth, atlasHeight, ebiten.FilterNearest)
atlasBytes := make([]byte, atlasWidth*atlasHeight*4)
frame = 0
for d := 0; d < int(result.Directions); d++ {
for f := 0; f < int(result.FramesPerDirection); f++ {
f := &result.Frames[frame]
f.Image = result.atlas.SubImage(image.Rect(f.atlasX, f.atlasY, f.atlasX+int(f.Width), f.atlasY+int(f.Height))).(*ebiten.Image)
ox := f.atlasX
oy := f.atlasY
for y := 0; y < int(f.Height); y++ {
for x := 0; x < int(f.Width); x++ {
pix := (x + (y * int(f.Width))) * 4
idx := (ox + x + ((oy + y) * atlasWidth)) * 4
atlasBytes[idx] = f.FrameData[pix]
atlasBytes[idx+1] = f.FrameData[pix+1]
atlasBytes[idx+2] = f.FrameData[pix+2]
atlasBytes[idx+3] = f.FrameData[pix+3]
}
}
curY += int(result.Frames[frame].Height)
frame++
}
}
if err := result.atlas.ReplacePixels(atlasBytes); err != nil {
log.Panic(err.Error())
}
atlasBytes = []byte{}
result.valid = true
return result
}
func (v Sprite) IsValid() bool {
return v.valid
}
// GetSize returns the size of the sprite
func (v Sprite) GetSize() (uint32, uint32) {
frame := v.Frames[uint32(v.Frame)+(uint32(v.Direction)*v.FramesPerDirection)]
return frame.Width, frame.Height
}
func (v *Sprite) updateAnimation() {
if !v.Animate {
return
}
var timePerFrame time.Duration
if v.SpecialFrameTime >= 0 {
timePerFrame = time.Duration(float64(time.Millisecond) * (float64(v.SpecialFrameTime) / float64(len(v.Frames))))
} else {
timePerFrame = time.Duration(float64(time.Second) * (1.0 / float64(len(v.Frames))))
}
for time.Since(v.LastFrameTime) >= timePerFrame {
v.LastFrameTime = v.LastFrameTime.Add(timePerFrame)
if !v.AnimateBackwards {
v.Frame++
if v.Frame >= int16(v.FramesPerDirection) {
if v.StopOnLastFrame {
v.Frame = int16(v.FramesPerDirection) - 1
} else {
v.Frame = 0
}
}
continue
}
v.Frame--
if v.Frame < 0 {
if v.StopOnLastFrame {
v.Frame = 0
} else {
v.Frame = int16(v.FramesPerDirection) - 1
}
}
}
}
func (v *Sprite) ResetAnimation() {
v.LastFrameTime = time.Now()
v.Frame = 0
}
func (v Sprite) OnLastFrame() bool {
return v.Frame == int16(v.FramesPerDirection-1)
}
// GetFrameSize returns the size of the specific frame
func (v Sprite) GetFrameSize(frame int) (width, height uint32) {
width = v.Frames[frame].Width
height = v.Frames[frame].Height
return
}
// GetTotalFrames returns the number of frames in this sprite (for all directions)
func (v Sprite) GetTotalFrames() int {
return len(v.Frames)
}
// Draw draws the sprite onto the target
func (v *Sprite) Draw(target *ebiten.Image) {
v.updateAnimation()
opts := &ebiten.DrawImageOptions{}
frame := v.Frames[uint32(v.Frame)+(uint32(v.Direction)*v.FramesPerDirection)]
opts.GeoM.Translate(
float64(int32(v.X)+frame.OffsetX),
float64(int32(v.Y)-int32(frame.Height)+frame.OffsetY),
)
if v.Blend {
opts.CompositeMode = ebiten.CompositeModeLighter
} else {
opts.CompositeMode = ebiten.CompositeModeSourceOver
}
if v.ColorMod != nil {
opts.ColorM = d2helper.ColorToColorM(v.ColorMod)
}
if err := target.DrawImage(frame.Image, opts); err != nil {
log.Panic(err.Error())
}
}
// DrawSegments draws the sprite via a grid of segments
func (v *Sprite) DrawSegments(target *ebiten.Image, xSegments, ySegments, offset int) {
v.updateAnimation()
yOffset := int32(0)
for y := 0; y < ySegments; y++ {
xOffset := int32(0)
biggestYOffset := int32(0)
for x := 0; x < xSegments; x++ {
frame := v.Frames[uint32(x+(y*xSegments)+(offset*xSegments*ySegments))]
opts := &ebiten.DrawImageOptions{}
opts.GeoM.Translate(
float64(int32(v.X)+frame.OffsetX+xOffset),
float64(int32(v.Y)+frame.OffsetY+yOffset),
)
if v.Blend {
opts.CompositeMode = ebiten.CompositeModeLighter
} else {
opts.CompositeMode = ebiten.CompositeModeSourceOver
}
if v.ColorMod != nil {
opts.ColorM = d2helper.ColorToColorM(v.ColorMod)
}
if err := target.DrawImage(frame.Image, opts); err != nil {
log.Panic(err.Error())
}
xOffset += int32(frame.Width)
biggestYOffset = d2helper.MaxInt32(biggestYOffset, int32(frame.Height))
}
yOffset += biggestYOffset
}
}
// MoveTo moves the sprite to the specified coordinates
func (v *Sprite) MoveTo(x, y int) {
v.X = x
v.Y = y
}
// GetLocation returns the location of the sprite
func (v Sprite) GetLocation() (int, int) {
return v.X, v.Y
}