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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-10-31 16:27:18 -04:00
OpenDiablo2/d2render/d2mapengine/region.go
Alex Yatskov 1b03e691b9 High level resource caching; resource cleanup (#264)
* Work on resource loading

* Use new material flag name. (#261)

Update ebiten ref while at it

* Hopefully fix CI (#262)

* Don't try to copy config.json on travis (#263)

I doesn't exist anymore

* Update D2Shared references

* Fix character selection rect

Co-authored-by: Ziemas <ziemas@ziemas.se>
2019-12-21 20:53:18 -05:00

656 lines
20 KiB
Go

package d2mapengine
import (
"fmt"
"image/color"
"log"
"math"
"math/rand"
"strconv"
"github.com/hajimehoshi/ebiten"
"github.com/hajimehoshi/ebiten/ebitenutil"
"github.com/OpenDiablo2/D2Shared/d2common"
"github.com/OpenDiablo2/D2Shared/d2common/d2enum"
"github.com/OpenDiablo2/D2Shared/d2data/d2datadict"
"github.com/OpenDiablo2/D2Shared/d2data/d2ds1"
"github.com/OpenDiablo2/D2Shared/d2data/d2dt1"
"github.com/OpenDiablo2/D2Shared/d2helper"
"github.com/OpenDiablo2/OpenDiablo2/d2asset"
"github.com/OpenDiablo2/OpenDiablo2/d2core"
"github.com/OpenDiablo2/OpenDiablo2/d2corehelper"
"github.com/OpenDiablo2/OpenDiablo2/d2render"
)
type MapRegion struct {
tileRect d2common.Rectangle
regionPath string
levelType d2datadict.LevelTypeRecord
levelPreset d2datadict.LevelPresetRecord
tiles []d2dt1.Tile
ds1 d2ds1.DS1
palette d2datadict.PaletteRec
startX float64
startY float64
imageCacheRecords map[uint32]*ebiten.Image
seed int64
currentFrame byte
lastFrameTime float64
}
func loadRegion(seed int64, tileOffsetX, tileOffsetY int, levelType d2enum.RegionIdType, levelPreset int, fileIndex int) (*MapRegion, []MapEntity) {
region := &MapRegion{
levelType: d2datadict.LevelTypes[levelType],
levelPreset: d2datadict.LevelPresets[levelPreset],
imageCacheRecords: map[uint32]*ebiten.Image{},
seed: seed,
}
region.palette = d2datadict.Palettes[d2enum.PaletteType("act"+strconv.Itoa(int(region.levelType.Act)))]
if levelType == d2enum.RegionAct5Lava {
region.palette = d2datadict.Palettes[d2enum.PaletteType("act4")]
}
for _, levelTypeDt1 := range region.levelType.Files {
if len(levelTypeDt1) != 0 && levelTypeDt1 != "" && levelTypeDt1 != "0" {
dt1 := d2dt1.LoadDT1(d2asset.MustLoadFile("/data/global/tiles/" + levelTypeDt1))
region.tiles = append(region.tiles, dt1.Tiles...)
}
}
var levelFilesToPick []string
for _, fileRecord := range region.levelPreset.Files {
if len(fileRecord) != 0 && fileRecord != "" && fileRecord != "0" {
levelFilesToPick = append(levelFilesToPick, fileRecord)
}
}
levelIndex := int(math.Round(float64(len(levelFilesToPick)-1) * rand.Float64()))
if fileIndex >= 0 && fileIndex < len(levelFilesToPick) {
levelIndex = fileIndex
}
region.regionPath = levelFilesToPick[levelIndex]
region.ds1 = d2ds1.LoadDS1(d2asset.MustLoadFile("/data/global/tiles/" + region.regionPath))
region.tileRect = d2common.Rectangle{
Left: tileOffsetX,
Top: tileOffsetY,
Width: int(region.ds1.Width),
Height: int(region.ds1.Height),
}
entities := region.loadEntities()
region.loadSpecials()
region.generateTileCache()
return region, entities
}
func (mr *MapRegion) GetTileRect() d2common.Rectangle {
return mr.tileRect
}
func (mr *MapRegion) GetLevelPreset() d2datadict.LevelPresetRecord {
return mr.levelPreset
}
func (mr *MapRegion) GetLevelType() d2datadict.LevelTypeRecord {
return mr.levelType
}
func (mr *MapRegion) GetPath() string {
return mr.regionPath
}
func (mr *MapRegion) loadSpecials() {
for tileY := range mr.ds1.Tiles {
for tileX := range mr.ds1.Tiles[tileY] {
for _, wall := range mr.ds1.Tiles[tileY][tileX].Walls {
if wall.Type == 10 && wall.Style == 30 && wall.Sequence == 0 {
mr.startX, mr.startY = mr.getTileWorldPosition(tileX, tileY)
mr.startX += 0.5
mr.startY += 0.5
return
}
}
}
}
}
func (mr *MapRegion) loadEntities() []MapEntity {
var entities []MapEntity
for _, object := range mr.ds1.Objects {
worldX, worldY := mr.getTileWorldPosition(int(object.X), int(object.Y))
switch object.Lookup.Type {
case d2datadict.ObjectTypeCharacter:
if object.Lookup.Base != "" && object.Lookup.Token != "" && object.Lookup.TR != "" {
npc := d2core.CreateNPC(int32(worldX), int32(worldY), object.Lookup, 0)
npc.SetPaths(object.Paths)
entities = append(entities, npc)
}
case d2datadict.ObjectTypeItem:
if object.ObjectInfo != nil && object.ObjectInfo.Draw && object.Lookup.Base != "" && object.Lookup.Token != "" {
entity := d2render.CreateAnimatedEntity(int32(worldX), int32(worldY), object.Lookup, d2enum.Units)
entity.SetMode(object.Lookup.Mode, object.Lookup.Class, 0)
entities = append(entities, &entity)
}
}
}
return entities
}
func (mr *MapRegion) updateAnimations() {
now := d2helper.Now()
framesToAdd := math.Floor((now - mr.lastFrameTime) / 0.1)
if framesToAdd > 0 {
mr.lastFrameTime += 0.1 * framesToAdd
mr.currentFrame += byte(math.Floor(framesToAdd))
if mr.currentFrame > 9 {
mr.currentFrame = 0
}
}
}
func (mr *MapRegion) getStartTilePosition() (float64, float64) {
return float64(mr.tileRect.Left) + mr.startX, float64(mr.tileRect.Top) + mr.startY
}
func (mr *MapRegion) getRandomTile(tiles []d2dt1.Tile, x, y int, seed int64) byte {
/* Walker's Alias Method for weighted random selection
* with xorshifting for random numbers */
var tileSeed uint64
tileSeed = uint64(seed) + uint64(x)
tileSeed *= uint64(y) + uint64(mr.levelType.Id)
tileSeed ^= tileSeed << 13
tileSeed ^= tileSeed >> 17
tileSeed ^= tileSeed << 5
weightSum := 0
for _, tile := range tiles {
weightSum += int(tile.RarityFrameIndex)
}
if weightSum == 0 {
return 0
}
random := (tileSeed % uint64(weightSum))
sum := 0
for i, tile := range tiles {
sum += int(tile.RarityFrameIndex)
if sum >= int(random) {
return byte(i)
}
}
// This return shouldn't be hit
return 0
}
func (mr *MapRegion) getTiles(style, sequence, tileType int32, x, y int, seed int64) []d2dt1.Tile {
var tiles []d2dt1.Tile
for _, tile := range mr.tiles {
if tile.Style != style || tile.Sequence != sequence || tile.Type != tileType {
continue
}
tiles = append(tiles, tile)
}
if len(tiles) == 0 {
log.Printf("Unknown tile ID [%d %d %d]\n", style, sequence, tileType)
return nil
}
return tiles
}
func (mr *MapRegion) isVisbile(viewport *Viewport) bool {
return viewport.IsTileRectVisible(mr.tileRect)
}
func (mr *MapRegion) advance(tickTime float64) {
mr.updateAnimations()
}
func (mr *MapRegion) getTileWorldPosition(tileX, tileY int) (float64, float64) {
return float64(tileX + mr.tileRect.Left), float64(tileY + mr.tileRect.Top)
}
func (mr *MapRegion) renderPass1(viewport *Viewport, target *ebiten.Image) {
for tileY := range mr.ds1.Tiles {
for tileX, tile := range mr.ds1.Tiles[tileY] {
worldX, worldY := mr.getTileWorldPosition(tileX, tileY)
if viewport.IsTileVisible(worldX, worldY) {
viewport.PushTranslationWorld(worldX, worldY)
mr.renderTilePass1(tile, viewport, target)
viewport.PopTranslation()
}
}
}
}
func (mr *MapRegion) renderPass2(entities []MapEntity, viewport *Viewport, target *ebiten.Image) {
for tileY := range mr.ds1.Tiles {
for tileX, tile := range mr.ds1.Tiles[tileY] {
worldX, worldY := mr.getTileWorldPosition(tileX, tileY)
if viewport.IsTileVisible(worldX, worldY) {
viewport.PushTranslationWorld(worldX, worldY)
mr.renderTilePass2(tile, viewport, target)
for _, entity := range entities {
entWorldX, entWorldY := entity.GetPosition()
if entWorldX == worldX && entWorldY == worldY {
screenX, screenY := viewport.GetTranslationScreen()
entity.Render(target, screenX, screenY)
}
}
viewport.PopTranslation()
}
}
}
}
func (mr *MapRegion) renderPass3(viewport *Viewport, target *ebiten.Image) {
for tileY := range mr.ds1.Tiles {
for tileX, tile := range mr.ds1.Tiles[tileY] {
worldX, worldY := mr.getTileWorldPosition(tileX, tileY)
if viewport.IsTileVisible(worldX, worldY) {
viewport.PushTranslationWorld(worldX, worldY)
mr.renderTilePass3(tile, viewport, target)
viewport.PopTranslation()
}
}
}
}
func (mr *MapRegion) renderTilePass1(tile d2ds1.TileRecord, viewport *Viewport, target *ebiten.Image) {
for _, wall := range tile.Walls {
if !wall.Hidden && wall.Prop1 != 0 && wall.Type.LowerWall() {
mr.renderWall(wall, viewport, target)
}
}
for _, floor := range tile.Floors {
if !floor.Hidden && floor.Prop1 != 0 {
mr.renderFloor(floor, viewport, target)
}
}
for _, shadow := range tile.Shadows {
if !shadow.Hidden && shadow.Prop1 != 0 {
mr.renderShadow(shadow, viewport, target)
}
}
}
func (mr *MapRegion) renderTilePass2(tile d2ds1.TileRecord, viewport *Viewport, target *ebiten.Image) {
for _, wall := range tile.Walls {
if !wall.Hidden && wall.Type.UpperWall() {
mr.renderWall(wall, viewport, target)
}
}
}
func (mr *MapRegion) renderTilePass3(tile d2ds1.TileRecord, viewport *Viewport, target *ebiten.Image) {
for _, wall := range tile.Walls {
if wall.Type == d2enum.Roof {
mr.renderWall(wall, viewport, target)
}
}
}
func (mr *MapRegion) renderFloor(tile d2ds1.FloorShadowRecord, viewport *Viewport, target *ebiten.Image) {
var img *ebiten.Image
if !tile.Animated {
img = mr.getImageCacheRecord(tile.Style, tile.Sequence, 0, tile.RandomIndex)
} else {
img = mr.getImageCacheRecord(tile.Style, tile.Sequence, 0, mr.currentFrame)
}
if img == nil {
log.Printf("Render called on uncached floor {%v,%v}", tile.Style, tile.Sequence)
return
}
viewport.PushTranslationOrtho(-80, float64(tile.YAdjust))
screenX, screenY := viewport.GetTranslationScreen()
opts := &ebiten.DrawImageOptions{}
opts.GeoM.Translate(float64(screenX), float64(screenY))
target.DrawImage(img, opts)
viewport.PopTranslation()
}
func (mr *MapRegion) renderWall(tile d2ds1.WallRecord, viewport *Viewport, target *ebiten.Image) {
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))
screenX, screenY := viewport.GetTranslationScreen()
opts := &ebiten.DrawImageOptions{}
opts.GeoM.Translate(float64(screenX), float64(screenY))
target.DrawImage(img, opts)
viewport.PopTranslation()
}
func (mr *MapRegion) renderShadow(tile d2ds1.FloorShadowRecord, viewport *Viewport, target *ebiten.Image) {
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
}
viewport.PushTranslationOrtho(-80, float64(tile.YAdjust))
screenX, screenY := viewport.GetTranslationScreen()
opts := &ebiten.DrawImageOptions{}
opts.GeoM.Translate(float64(screenX), float64(screenY))
opts.ColorM = d2corehelper.ColorToColorM(color.RGBA{255, 255, 255, 160})
target.DrawImage(img, opts)
viewport.PopTranslation()
}
func (mr *MapRegion) renderDebug(debugVisLevel int, viewport *Viewport, target *ebiten.Image) {
for tileY := range mr.ds1.Tiles {
for tileX := range mr.ds1.Tiles[tileY] {
worldX, worldY := mr.getTileWorldPosition(tileX, tileY)
if viewport.IsTileVisible(worldX, worldY) {
mr.renderTileDebug(int(worldX), int(worldY), debugVisLevel, viewport, target)
}
}
}
}
func (mr *MapRegion) renderTileDebug(x, y int, debugVisLevel int, viewport *Viewport, target *ebiten.Image) {
if debugVisLevel > 0 {
subtileColor := color.RGBA{80, 80, 255, 100}
tileColor := color.RGBA{255, 255, 255, 255}
screenX1, screenY1 := viewport.WorldToScreen(float64(x), float64(y))
screenX2, screenY2 := viewport.WorldToScreen(float64(x+1), float64(y))
screenX3, screenY3 := viewport.WorldToScreen(float64(x), float64(y+1))
ebitenutil.DrawLine(target, float64(screenX1), float64(screenY1), float64(screenX2), float64(screenY2), tileColor)
ebitenutil.DrawLine(target, float64(screenX1), float64(screenY1), float64(screenX3), float64(screenY3), tileColor)
ebitenutil.DebugPrintAt(target, fmt.Sprintf("%v,%v", x, y), screenX1-10, screenY1+10)
if debugVisLevel > 1 {
for i := 1; i <= 4; i++ {
x := i * 16
y := i * 8
ebitenutil.DrawLine(target, float64(screenX1-x), float64(screenY1+y), float64(screenX1-x+80), float64(screenY1+y+40), subtileColor)
ebitenutil.DrawLine(target, float64(screenX1+x), float64(screenY1+y), float64(screenX1+x-80), float64(screenY1+y+40), subtileColor)
}
tile := mr.ds1.Tiles[y][x]
for i := range tile.Floors {
ebitenutil.DebugPrintAt(target, fmt.Sprintf("f: %v-%v", tile.Floors[i].Style, tile.Floors[i].Sequence), screenX1-20, screenY1+10+(i+1)*14)
}
}
}
}
func (mr *MapRegion) generateTileCache() {
for tileY := range mr.ds1.Tiles {
for tileX := range mr.ds1.Tiles[tileY] {
tile := mr.ds1.Tiles[tileY][tileX]
for i := range tile.Floors {
if !tile.Floors[i].Hidden && tile.Floors[i].Prop1 != 0 {
mr.generateFloorCache(&tile.Floors[i], tileX, tileY)
}
}
for i := range tile.Shadows {
if !tile.Shadows[i].Hidden && tile.Shadows[i].Prop1 != 0 {
mr.generateShadowCache(&tile.Shadows[i], tileX, tileY)
}
}
for i := range tile.Walls {
if !tile.Walls[i].Hidden && tile.Walls[i].Prop1 != 0 {
mr.generateWallCache(&tile.Walls[i], tileX, tileY)
}
}
}
}
}
func (mr *MapRegion) getImageCacheRecord(style, sequence byte, tileType d2enum.TileType, randomIndex byte) *ebiten.Image {
lookupIndex := uint32(style)<<24 | uint32(sequence)<<16 | uint32(tileType)<<8 | uint32(randomIndex)
return mr.imageCacheRecords[lookupIndex]
}
func (mr *MapRegion) setImageCacheRecord(style, sequence byte, tileType d2enum.TileType, randomIndex byte, image *ebiten.Image) {
lookupIndex := uint32(style)<<24 | uint32(sequence)<<16 | uint32(tileType)<<8 | uint32(randomIndex)
mr.imageCacheRecords[lookupIndex] = image
}
func (mr *MapRegion) generateFloorCache(tile *d2ds1.FloorShadowRecord, tileX, tileY int) {
tileOptions := mr.getTiles(int32(tile.Style), int32(tile.Sequence), 0, tileX, tileY, mr.seed)
var tileData []*d2dt1.Tile
var tileIndex byte
if tileOptions == nil {
log.Printf("Could not locate tile Style:%d, Seq: %d, Type: %d\n", tile.Style, tile.Sequence, 0)
tileData = append(tileData, &d2dt1.Tile{})
tileData[0].Width = 10
tileData[0].Height = 10
} else {
if !tileOptions[0].MaterialFlags.Lava {
tileIndex = mr.getRandomTile(tileOptions, tileX, tileY, mr.seed)
tileData = append(tileData, &tileOptions[tileIndex])
} else {
tile.Animated = true
for i := range tileOptions {
tileData = append(tileData, &tileOptions[i])
}
}
}
for i := range tileData {
if !tileData[i].MaterialFlags.Lava {
tile.RandomIndex = tileIndex
} else {
tileIndex = byte(tileData[i].RarityFrameIndex)
}
cachedImage := mr.getImageCacheRecord(tile.Style, tile.Sequence, 0, tileIndex)
if cachedImage != nil {
return
}
tileYMinimum := int32(0)
for _, block := range tileData[i].Blocks {
tileYMinimum = d2helper.MinInt32(tileYMinimum, int32(block.Y))
}
tileYOffset := d2helper.AbsInt32(tileYMinimum)
tileHeight := d2helper.AbsInt32(tileData[i].Height)
image, _ := ebiten.NewImage(int(tileData[i].Width), int(tileHeight), ebiten.FilterNearest)
pixels := make([]byte, 4*tileData[i].Width*tileHeight)
mr.decodeTileGfxData(tileData[i].Blocks, &pixels, tileYOffset, tileData[i].Width)
image.ReplacePixels(pixels)
mr.setImageCacheRecord(tile.Style, tile.Sequence, 0, tileIndex, image)
}
}
func (mr *MapRegion) generateShadowCache(tile *d2ds1.FloorShadowRecord, tileX, tileY int) {
tileOptions := mr.getTiles(int32(tile.Style), int32(tile.Sequence), 13, tileX, tileY, mr.seed)
var tileIndex byte
var tileData *d2dt1.Tile
if tileOptions == nil {
return
} else {
tileIndex = mr.getRandomTile(tileOptions, tileX, tileY, mr.seed)
tileData = &tileOptions[tileIndex]
}
tile.RandomIndex = tileIndex
tileMinY := int32(0)
tileMaxY := int32(0)
for _, block := range tileData.Blocks {
tileMinY = d2helper.MinInt32(tileMinY, int32(block.Y))
tileMaxY = d2helper.MaxInt32(tileMaxY, int32(block.Y+32))
}
tileYOffset := -tileMinY
tileHeight := int(tileMaxY - tileMinY)
tile.YAdjust = int(tileMinY + 80)
cachedImage := mr.getImageCacheRecord(tile.Style, tile.Sequence, 13, tileIndex)
if cachedImage != nil {
return
}
image, _ := ebiten.NewImage(int(tileData.Width), int(tileHeight), ebiten.FilterNearest)
pixels := make([]byte, 4*tileData.Width*int32(tileHeight))
mr.decodeTileGfxData(tileData.Blocks, &pixels, tileYOffset, tileData.Width)
image.ReplacePixels(pixels)
mr.setImageCacheRecord(tile.Style, tile.Sequence, 13, tileIndex, image)
}
func (mr *MapRegion) generateWallCache(tile *d2ds1.WallRecord, tileX, tileY int) {
tileOptions := mr.getTiles(int32(tile.Style), int32(tile.Sequence), int32(tile.Type), tileX, tileY, mr.seed)
var tileIndex byte
var tileData *d2dt1.Tile
if tileOptions == nil {
return
} else {
tileIndex = mr.getRandomTile(tileOptions, tileX, tileY, mr.seed)
tileData = &tileOptions[tileIndex]
}
tile.RandomIndex = tileIndex
var newTileData *d2dt1.Tile = nil
if tile.Type == 3 {
newTileOptions := mr.getTiles(int32(tile.Style), int32(tile.Sequence), int32(4), tileX, tileY, mr.seed)
newTileIndex := mr.getRandomTile(newTileOptions, tileX, tileY, mr.seed)
newTileData = &newTileOptions[newTileIndex]
}
tileMinY := int32(0)
tileMaxY := int32(0)
target := tileData
if newTileData != nil && newTileData.Height < tileData.Height {
target = newTileData
}
for _, block := range target.Blocks {
tileMinY = d2helper.MinInt32(tileMinY, int32(block.Y))
tileMaxY = d2helper.MaxInt32(tileMaxY, int32(block.Y+32))
}
realHeight := d2helper.MaxInt32(d2helper.AbsInt32(tileData.Height), tileMaxY-tileMinY)
tileYOffset := -tileMinY
//tileHeight := int(tileMaxY - tileMinY)
if tile.Type == 15 {
tile.YAdjust = -int(tileData.RoofHeight)
} else {
tile.YAdjust = int(tileMinY) + 80
}
cachedImage := mr.getImageCacheRecord(tile.Style, tile.Sequence, tile.Type, tileIndex)
if cachedImage != nil {
return
}
if realHeight == 0 {
log.Printf("Invalid 0 height for wall tile")
return
}
image, _ := ebiten.NewImage(160, int(realHeight), ebiten.FilterNearest)
pixels := make([]byte, 4*160*realHeight)
mr.decodeTileGfxData(tileData.Blocks, &pixels, tileYOffset, 160)
if newTileData != nil {
mr.decodeTileGfxData(newTileData.Blocks, &pixels, tileYOffset, 160)
}
if err := image.ReplacePixels(pixels); err != nil {
log.Panicf(err.Error())
}
mr.setImageCacheRecord(tile.Style, tile.Sequence, tile.Type, tileIndex, image)
}
func (mr *MapRegion) decodeTileGfxData(blocks []d2dt1.Block, pixels *[]byte, tileYOffset int32, tileWidth int32) {
for _, block := range blocks {
if block.Format == d2dt1.BlockFormatIsometric {
// 3D isometric decoding
xjump := []int32{14, 12, 10, 8, 6, 4, 2, 0, 2, 4, 6, 8, 10, 12, 14}
nbpix := []int32{4, 8, 12, 16, 20, 24, 28, 32, 28, 24, 20, 16, 12, 8, 4}
blockX := int32(block.X)
blockY := int32(block.Y)
length := int32(256)
x := int32(0)
y := int32(0)
idx := 0
for length > 0 {
x = xjump[y]
n := nbpix[y]
length -= n
for n > 0 {
colorIndex := block.EncodedData[idx]
if colorIndex != 0 {
pixelColor := mr.palette.Colors[colorIndex]
offset := 4 * (((blockY + y + tileYOffset) * tileWidth) + (blockX + x))
(*pixels)[offset] = pixelColor.R
(*pixels)[offset+1] = pixelColor.G
(*pixels)[offset+2] = pixelColor.B
(*pixels)[offset+3] = 255
}
x++
n--
idx++
}
y++
}
} else {
// RLE Encoding
blockX := int32(block.X)
blockY := int32(block.Y)
x := int32(0)
y := int32(0)
idx := 0
length := block.Length
for length > 0 {
b1 := block.EncodedData[idx]
b2 := block.EncodedData[idx+1]
idx += 2
length -= 2
if (b1 | b2) == 0 {
x = 0
y++
continue
}
x += int32(b1)
length -= int32(b2)
for b2 > 0 {
colorIndex := block.EncodedData[idx]
if colorIndex != 0 {
pixelColor := mr.palette.Colors[colorIndex]
offset := 4 * (((blockY + y + tileYOffset) * tileWidth) + (blockX + x))
(*pixels)[offset] = pixelColor.R
(*pixels)[offset+1] = pixelColor.G
(*pixels)[offset+2] = pixelColor.B
(*pixels)[offset+3] = 255
}
idx++
x++
b2--
}
}
}
}
}