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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2025-02-09 18:17:07 -05:00
OpenDiablo2/d2core/d2systems/scene_base.go
2020-12-07 12:44:11 -08:00

454 lines
10 KiB
Go

package d2systems
import (
"fmt"
"image/color"
"sort"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2geom/rectangle"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2scene"
"github.com/gravestench/akara"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2math"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2util"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2components"
)
const (
mainViewport int = 0
)
// NewBaseScene creates a new base scene instance
func NewBaseScene(key string) *BaseScene {
base := &BaseScene{
Graph: d2scene.NewNode(),
BaseSystem: akara.NewBaseSystem(),
Logger: d2util.NewLogger(),
key: key,
Viewports: make([]akara.EID, 0),
GameObjects: make([]akara.EID, 0),
baseSystems: &baseSystems{},
backgroundColor: color.Transparent,
}
base.SetPrefix(key)
return base
}
var _ akara.System = &BaseScene{}
type baseSystems struct {
*RenderSystem
*InputSystem
*GameObjectFactory
}
// BaseScene encapsulates common behaviors for baseSystems that are considered "scenes",
// such as the main menu, the in-game map, the console, etc.
//
// The base scene is responsible for generic behaviors common to all scenes,
// like initializing the default viewport, or rendering game objects to the viewports.
type BaseScene struct {
*akara.BaseSystem
*baseSystems
Geom struct {
Rectangle rectangle.Namespace
}
*d2util.Logger
key string
booted bool
paused bool
Add *sceneObjectFactory
Viewports []akara.EID
GameObjects []akara.EID
Graph *d2scene.Node // the root node
backgroundColor color.Color
d2components.SceneGraphNodeFactory
d2components.ViewportFactory
d2components.MainViewportFactory
d2components.ViewportFilterFactory
d2components.PriorityFactory
d2components.CameraFactory
d2components.TextureFactory
d2components.InteractiveFactory
d2components.PositionFactory
d2components.ScaleFactory
d2components.SpriteFactory
d2components.OriginFactory
d2components.AlphaFactory
d2components.DrawEffectFactory
d2components.RectangleFactory
d2components.ColorFactory
d2components.CommandRegistrationFactory
d2components.DirtyFactory
}
// Booted returns whether or not the scene has booted
func (s *BaseScene) Booted() bool {
return s.booted
}
// Paused returns whether or not the scene is paused
func (s *BaseScene) Paused() bool {
return s.paused
}
// Init the base scene
func (s *BaseScene) Init(world *akara.World) {
s.World = world
if s.World == nil {
s.SetActive(false)
return
}
}
func (s *BaseScene) boot() {
s.Info("base scene booting ...")
s.Add = &sceneObjectFactory{
BaseScene: s,
Logger: d2util.NewLogger(),
}
s.Add.SetPrefix(fmt.Sprintf("%s -> %s", s.key, "Object Factory"))
for idx := range s.Systems {
if rendersys, ok := s.Systems[idx].(*RenderSystem); ok && s.baseSystems.RenderSystem == nil {
s.baseSystems.RenderSystem = rendersys
continue
}
if inputSys, ok := s.Systems[idx].(*InputSystem); ok && s.baseSystems.InputSystem == nil {
s.baseSystems.InputSystem = inputSys
continue
}
if objFactory, ok := s.Systems[idx].(*GameObjectFactory); ok && s.baseSystems.GameObjectFactory == nil {
s.baseSystems.GameObjectFactory = objFactory
continue
}
}
if s.baseSystems.RenderSystem == nil {
s.Info("waiting for render system ...")
return
}
if s.baseSystems.RenderSystem.renderer == nil {
s.Info("waiting for renderer instance ...")
return
}
if s.baseSystems.InputSystem == nil {
s.Info("waiting for input system")
return
}
if s.baseSystems.GameObjectFactory == nil {
s.Info("waiting for game object factory ...")
return
}
s.setupFactories()
s.baseSystems.SpriteFactory.RenderSystem = s.baseSystems.RenderSystem
s.baseSystems.ShapeSystem.RenderSystem = s.baseSystems.RenderSystem
const (
defaultWidth = 800
defaultHeight = 600
)
s.Add.Viewport(mainViewport, defaultWidth, defaultHeight)
s.Info("base scene booted!")
s.booted = true
}
func (s *BaseScene) setupFactories() {
s.Info("setting up component factories")
s.InjectComponent(&d2components.MainViewport{}, &s.MainViewport)
s.InjectComponent(&d2components.Viewport{}, &s.Viewport)
s.InjectComponent(&d2components.ViewportFilter{}, &s.ViewportFilter)
s.InjectComponent(&d2components.Camera{}, &s.Camera)
s.InjectComponent(&d2components.Priority{}, &s.Priority)
s.InjectComponent(&d2components.Texture{}, &s.Texture)
s.InjectComponent(&d2components.Interactive{}, &s.Interactive)
s.InjectComponent(&d2components.Position{}, &s.Position)
s.InjectComponent(&d2components.Scale{}, &s.Scale)
s.InjectComponent(&d2components.Origin{}, &s.Origin)
s.InjectComponent(&d2components.Alpha{}, &s.Alpha)
s.InjectComponent(&d2components.SceneGraphNode{}, &s.SceneGraphNode)
s.InjectComponent(&d2components.DrawEffect{}, &s.DrawEffect)
s.InjectComponent(&d2components.Sprite{}, &s.SpriteFactory.Sprite)
s.InjectComponent(&d2components.Rectangle{}, &s.RectangleFactory.Rectangle)
s.InjectComponent(&d2components.Color{}, &s.Color)
s.InjectComponent(&d2components.CommandRegistration{}, &s.CommandRegistration)
s.InjectComponent(&d2components.Dirty{}, &s.Dirty)
}
// Key returns the scene's key
func (s *BaseScene) Key() string {
return s.key
}
// Update performs scene boot and renders the scene viewports
func (s *BaseScene) Update() {
if !s.booted {
s.boot()
}
if !s.booted {
return
}
s.Graph.UpdateWorldMatrix()
s.renderViewports()
}
func (s *BaseScene) renderViewports() {
if s.baseSystems.RenderSystem == nil {
s.Warning("render system not present")
return
}
if s.baseSystems.RenderSystem.renderer == nil {
s.Warning("render system doesn't have a renderer instance")
return
}
numViewports := len(s.Viewports)
if numViewports < 1 {
s.Warning("scene does not have a main viewport")
return
}
viewportObjects := s.binGameObjectsByViewport()
for idx := numViewports - 1; idx >= 0; idx-- {
s.renderViewport(idx, viewportObjects[idx])
}
if len(s.Viewports) > 1 {
s.renderViewportsToMainViewport()
}
}
func (s *BaseScene) binGameObjectsByViewport() map[int][]akara.EID {
bins := make(map[int][]akara.EID)
for _, eid := range s.GameObjects {
vpfilter, found := s.GetViewportFilter(eid)
if !found {
vpfilter = s.AddViewportFilter(eid)
vpfilter.Set(mainViewport, true)
}
for _, vpidx64 := range vpfilter.ToIntArray() {
vpidx := int(vpidx64)
_, found := bins[vpidx]
if !found {
bins[vpidx] = make([]akara.EID, 0)
}
bins[vpidx] = append(bins[vpidx], eid)
}
}
return bins
}
func (s *BaseScene) renderViewport(idx int, objects []akara.EID) {
id := s.Viewports[idx]
// the first viewport is always the main viewport
if idx == mainViewport {
s.AddMainViewport(id)
} else {
s.MainViewport.Remove(id)
}
camera, found := s.GetCamera(id)
if !found {
return
}
node, found := s.GetSceneGraphNode(id)
if !found {
node = s.AddSceneGraphNode(id)
}
// translate the camera position using the camera's scene graph node
cx, cy := camera.Position.Clone().ApplyMatrix4(node.Local).XY()
cw, ch := camera.Size.XY()
sfc, found := s.GetTexture(id)
if !found {
return
}
if sfc.Texture == nil {
sfc.Texture = s.baseSystems.RenderSystem.renderer.NewSurface(int(cw), int(ch))
}
if idx == mainViewport {
sfc.Texture.Clear(s.backgroundColor)
}
sfc.Texture.PushTranslation(int(-cx), int(-cy)) // negative because we're offsetting everything that gets rendered
for _, object := range objects {
s.renderObject(sfc.Texture, object)
}
sfc.Texture.Pop()
}
func (s *BaseScene) renderObject(target d2interface.Surface, id akara.EID) {
texture, found := s.GetTexture(id)
if !found {
return
}
position, found := s.GetPosition(id)
if !found {
position = s.AddPosition(id)
}
scale, found := s.GetScale(id)
if !found {
scale = s.AddScale(id)
}
alpha, found := s.GetAlpha(id)
if !found {
alpha = s.AddAlpha(id)
}
origin, found := s.GetOrigin(id)
if !found {
origin = s.AddOrigin(id)
}
node, found := s.GetSceneGraphNode(id)
if !found {
node = s.AddSceneGraphNode(id)
node.SetParent(s.Graph)
}
drawEffect, found := s.GetDrawEffect(id)
if found {
target.PushEffect(drawEffect.DrawEffect)
defer target.Pop()
}
// translate the entity position using the scene graph node
x, y := position.Clone().
Add(origin.Vector3).
ApplyMatrix4(node.Local).
XY()
target.PushTranslation(int(x), int(y))
defer target.Pop()
target.PushScale(scale.Clone().ApplyMatrix4(node.Local).XY())
defer target.Pop()
const maxAlpha = 255
target.PushColor(color.Alpha{A: uint8(alpha.Alpha * maxAlpha)})
defer target.Pop()
segment, found := s.baseSystems.SpriteFactory.GetSegmentedSprite(id)
if found {
s.renderSegmentedSprite(target, id, segment)
return
}
target.Render(texture.Texture)
}
func (s *BaseScene) renderSegmentedSprite(target d2interface.Surface, id akara.EID, seg *d2components.SegmentedSprite) {
animation, found := s.GetSprite(id)
if !found {
return
}
var offsetY int
segmentsX, segmentsY := seg.Xsegments, seg.Ysegments
frameOffset := seg.FrameOffset
for y := 0; y < segmentsY; y++ {
var offsetX, maxFrameHeight int
for x := 0; x < segmentsX; x++ {
idx := x + y*segmentsX + frameOffset*segmentsX*segmentsY
if err := animation.SetCurrentFrame(idx); err != nil {
s.Error("SetCurrentFrame error" + err.Error())
}
target.PushTranslation(x+offsetX, y+offsetY)
target.Render(animation.GetCurrentFrameSurface())
target.Pop()
frameWidth, frameHeight := animation.GetCurrentFrameSize()
maxFrameHeight = d2math.MaxInt(maxFrameHeight, frameHeight)
offsetX += frameWidth - 1
}
offsetY += maxFrameHeight - 1
}
}
func (s *BaseScene) renderViewportsToMainViewport() {
mainID := s.Viewports[mainViewport]
otherIDs := s.Viewports[mainViewport+1:]
sort.Slice(otherIDs, func(i, j int) bool {
p1, found := s.GetPriority(otherIDs[i])
if !found {
return false
}
p2, found := s.GetPriority(otherIDs[j])
if !found {
return false
}
return p1.Priority > p2.Priority
})
main, found := s.GetTexture(mainID)
if !found {
return
}
for _, id := range otherIDs {
other, found := s.GetTexture(id)
if !found {
continue
}
main.Texture.Render(other.Texture)
}
}
func (s *BaseScene) RegisterTerminalCommand(name, desc string, fn interface{}) {
regID := s.NewEntity()
reg := s.AddCommandRegistration(regID)
s.AddDirty(regID)
reg.Name = name
reg.Description = desc
reg.Callback = fn
}