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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
Haashi 5e1725dd7d
385/lintissues (#391)
* camera offset for ui panels :

added maprenderer viewport to be aligned left or right

calling alignement on keyPress in game_controls

* check if already aligned

* fix bugs

-forgot to assign alignement
-defaultScreenRect instead of screenRect because of issue mentionned in original comment

* remove config.json and replace go.mod line

* removing duplicate import of d2common

replacing all dh to d2common

* remove useless breaks from switch statement

* better range when value unused + prettying import

* item_affix rewrite

using return values instead of pointer references in arguments

* ebiten deprecated calls

* small fixes
2020-06-22 11:53:44 -04:00

362 lines
11 KiB
Go

package d2maprenderer
import (
"errors"
"image/color"
"log"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2map/d2mapengine"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2fileformats/d2dat"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2fileformats/d2ds1"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2render"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2term"
)
// The map renderer, used to render the map
type MapRenderer struct {
mapEngine *d2mapengine.MapEngine // The map engine that is being rendered
palette *d2dat.DATPalette // The palette used for this map
viewport *Viewport // The viewport for the map renderer (used for rendering offsets)
camera Camera // The camera for this map renderer (used to determine where on the map we are rendering)
debugVisLevel int // Debug visibility index (0=none, 1=tiles, 2=sub-tiles)
lastFrameTime float64 // The last time the map was rendered
currentFrame int // The current render frame (for animations)
}
// Creates an instance of the map renderer
func CreateMapRenderer(mapEngine *d2mapengine.MapEngine) *MapRenderer {
result := &MapRenderer{
mapEngine: mapEngine,
viewport: NewViewport(0, 0, 800, 600),
}
result.viewport.SetCamera(&result.camera)
d2term.BindAction("mapdebugvis", "set map debug visualization level", func(level int) {
result.debugVisLevel = level
})
if mapEngine.LevelType().Id != 0 {
result.generateTileCache()
}
return result
}
func (mr *MapRenderer) RegenerateTileCache() {
mr.generateTileCache()
}
func (mr *MapRenderer) SetMapEngine(mapEngine *d2mapengine.MapEngine) {
mr.mapEngine = mapEngine
mr.generateTileCache()
}
func (mr *MapRenderer) Render(target d2render.Surface) {
mr.renderPass1(mr.viewport, target)
if mr.debugVisLevel > 0 {
mr.renderDebug(mr.debugVisLevel, mr.viewport, target)
}
mr.renderPass2(mr.viewport, target)
mr.renderPass3(mr.viewport, target)
}
func (mr *MapRenderer) MoveCameraTo(x, y float64) {
mr.camera.MoveTo(x, y)
}
func (mr *MapRenderer) MoveCameraBy(x, y float64) {
mr.camera.MoveBy(x, y)
}
func (mr *MapRenderer) ScreenToWorld(x, y int) (float64, float64) {
return mr.viewport.ScreenToWorld(x, y)
}
func (mr *MapRenderer) ScreenToOrtho(x, y int) (float64, float64) {
return mr.viewport.ScreenToOrtho(x, y)
}
func (mr *MapRenderer) WorldToOrtho(x, y float64) (float64, float64) {
return mr.viewport.WorldToOrtho(x, y)
}
func (mr *MapRenderer) renderPass1(viewport *Viewport, target d2render.Surface) {
mapSize := mr.mapEngine.Size()
// TODO: Render based on visible area
for tileY := 0; tileY < mapSize.Height; tileY++ {
for tileX := 0; tileX < mapSize.Width; tileX++ {
tile := mr.mapEngine.TileAt(tileX, tileY)
if viewport.IsTileVisible(float64(tileX), float64(tileY)) {
viewport.PushTranslationWorld(float64(tileX), float64(tileY))
mr.renderTilePass1(tile, target)
viewport.PopTranslation()
}
}
}
}
func (mr *MapRenderer) renderPass2(viewport *Viewport, target d2render.Surface) {
mapSize := mr.mapEngine.Size()
// TODO: Render based on visible area
for tileY := 0; tileY < mapSize.Height; tileY++ {
for tileX := 0; tileX < mapSize.Width; tileX++ {
tile := mr.mapEngine.TileAt(tileX, tileY)
if viewport.IsTileVisible(float64(tileX), float64(tileY)) {
viewport.PushTranslationWorld(float64(tileX), float64(tileY))
mr.renderTilePass2(tile, target)
// TODO: Do not loop over every entity every frame
for _, mapEntity := range *mr.mapEngine.Entities() {
entityX, entityY := mapEntity.GetPosition()
if (int(entityX) != tileX) || (int(entityY) != tileY) {
continue
}
target.PushTranslation(viewport.GetTranslationScreen())
mapEntity.Render(target)
target.Pop()
}
viewport.PopTranslation()
}
}
}
}
func (mr *MapRenderer) renderPass3(viewport *Viewport, target d2render.Surface) {
mapSize := mr.mapEngine.Size()
// TODO: Render based on visible area
for tileY := 0; tileY < mapSize.Height; tileY++ {
for tileX := 0; tileX < mapSize.Width; tileX++ {
tile := mr.mapEngine.TileAt(tileX, tileY)
if viewport.IsTileVisible(float64(tileX), float64(tileY)) {
viewport.PushTranslationWorld(float64(tileX), float64(tileY))
mr.renderTilePass3(tile, target)
viewport.PopTranslation()
}
}
}
}
func (mr *MapRenderer) renderTilePass1(tile *d2ds1.TileRecord, target d2render.Surface) {
for _, wall := range tile.Walls {
if !wall.Hidden && wall.Prop1 != 0 && wall.Type.LowerWall() {
mr.renderWall(wall, mr.viewport, target)
}
}
for _, floor := range tile.Floors {
if !floor.Hidden && floor.Prop1 != 0 {
mr.renderFloor(floor, target)
}
}
for _, shadow := range tile.Shadows {
if !shadow.Hidden && shadow.Prop1 != 0 {
mr.renderShadow(shadow, target)
}
}
}
func (mr *MapRenderer) renderTilePass2(tile *d2ds1.TileRecord, target d2render.Surface) {
for _, wall := range tile.Walls {
if !wall.Hidden && wall.Type.UpperWall() {
mr.renderWall(wall, mr.viewport, target)
}
}
}
func (mr *MapRenderer) renderTilePass3(tile *d2ds1.TileRecord, target d2render.Surface) {
for _, wall := range tile.Walls {
if wall.Type == d2enum.Roof {
mr.renderWall(wall, mr.viewport, target)
}
}
}
func (mr *MapRenderer) renderFloor(tile d2ds1.FloorShadowRecord, target d2render.Surface) {
var img d2render.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()
target.Render(img)
}
func (mr *MapRenderer) renderWall(tile d2ds1.WallRecord, viewport *Viewport, target d2render.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)-8)
defer viewport.PopTranslation()
target.PushTranslation(viewport.GetTranslationScreen())
defer target.Pop()
target.Render(img)
}
func (mr *MapRenderer) renderShadow(tile d2ds1.FloorShadowRecord, target d2render.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())
target.PushColor(color.RGBA{R: 255, G: 255, B: 255, A: 160})
defer target.PopN(2)
target.Render(img)
}
func (mr *MapRenderer) renderDebug(debugVisLevel int, viewport *Viewport, target d2render.Surface) {
mapSize := mr.mapEngine.Size()
// TODO: Render based on visible area
for tileY := 0; tileY < mapSize.Height; tileY++ {
for tileX := 0; tileX < mapSize.Width; tileX++ {
if viewport.IsTileVisible(float64(tileX), float64(tileY)) {
viewport.PushTranslationWorld(float64(tileX), float64(tileY))
mr.renderTileDebug(tileX, tileY, debugVisLevel, target)
viewport.PopTranslation()
}
}
}
}
func (mr *MapRenderer) renderTileDebug(ax, ay int, debugVisLevel int, target d2render.Surface) {
subTileColor := color.RGBA{R: 80, G: 80, B: 255, A: 50}
tileColor := color.RGBA{R: 255, G: 255, B: 255, A: 100}
tileCollisionColor := color.RGBA{R: 128, G: 0, B: 0, A: 100}
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.DrawText("%v, %v", ax, ay)
target.Pop()
if debugVisLevel > 1 {
for i := 1; i <= 4; i++ {
x2 := i * 16
y2 := i * 8
target.PushTranslation(-x2, y2)
target.DrawLine(80, 40, subTileColor)
target.Pop()
target.PushTranslation(x2, y2)
target.DrawLine(-80, 40, subTileColor)
target.Pop()
}
tile := mr.mapEngine.TileAt(ax, ay)
//for i, floor := range tile.Floors {
// target.PushTranslation(-20, 10+(i+1)*14)
// target.DrawText("f: %v-%v", floor.Style, floor.Sequence)
// target.Pop()
//}
for i, wall := range tile.Walls {
if wall.Type.Special() {
target.PushTranslation(-20, 10+(i+1)*14)
target.DrawText("s: %v-%v", wall.Style, wall.Sequence)
target.Pop()
}
}
for yy := 0; yy < 5; yy++ {
for xx := 0; xx < 5; xx++ {
isoX := (xx - yy) * 16
isoY := (xx + yy) * 8
var walkableArea = (*mr.mapEngine.WalkMesh())[((yy+(ay*5))*mr.mapEngine.Size().Width*5)+xx+(ax*5)]
if !walkableArea.Walkable {
target.PushTranslation(isoX-3, isoY+4)
target.DrawRect(5, 5, tileCollisionColor)
target.Pop()
}
}
}
}
}
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
}
}
func loadPaletteForAct(levelType d2enum.RegionIdType) (*d2dat.DATPalette, 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)
}
func (mr *MapRenderer) ViewportToLeft() {
mr.viewport.toLeft()
}
func (mr *MapRenderer) ViewportToRight() {
mr.viewport.toRight()
}
func (mr *MapRenderer) ViewportDefault() {
mr.viewport.resetAlign()
}