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OpenDiablo2/d2core/d2render/ebiten/ebiten_surface.go

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package ebiten
import (
"fmt"
"image"
"image/color"
"math"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/ebitenutil"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2ui"
)
// static check that we implement our interface
var _ d2interface.Surface = &ebitenSurface{}
const (
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maxAlpha = 0xff
cacheLimit = 512
transparency25 = 0.25
transparency50 = 0.50
transparency75 = 0.75
)
type colorMCacheKey uint32
type colorMCacheEntry struct {
colorMatrix ebiten.ColorM
atime int64
}
type ebitenSurface struct {
Decouple asset manager from renderer (#730) * improve AssetManager implementation Notable changes are: * removed the individual managers inside of d2asset, only one asset manager * AssetManager now has caches for the types of files it loads * created a type for TextDictionary (the txt file structs) * fixed a file path bug in d2loader Source * fixed a asset stream bug in d2loader Asset * d2loader.Loader now needs a d2config.Config on creation (for resolving locale files) * updated the mpq file in d2asset test data, added test case for "sub-directory" * added a Data method to d2asset.Asset. The data is cached on first full read. * renamed ArchiveDataStream to DataStream in d2interface * moved palette utility func out of d2asset and into d2util * bugfix for MacOS mpq loader issue * lint fixes, added data caching to filesystem asset * adding comment for mpq asset close * Decouple d2asset from d2render Notable changes in d2common: * d2dcc.Load now fully decodes the dcc and stores the directions/frames in the dcc struct * un-exported dcc.decodeDirection, it is only used in d2dcc * removed font interface from d2interface, we only have one font implementation * added `Renderer` method to d2interface.Surface, animations use this to bind to a renderer and create surfaces as they need * added `BindRenderer` method to animation interface Notable changes in d2common/d2asset: * **d2asset.NewAssetManager only needs to be passed a d2config.Config**, it is decoupled from d2render * exported Animation * Animation implementation binds to the renderer to create surfaces only on the first time it is rendered * font, dcc, dc6 initialization logic moved out of asset_manager.go * for dc6 and dcc animations, the process of decoding and creating render surfaces has been broken into different methods * the d2asset.Font struct now stores font table data for initialization purposes Notable changes in d2core/d2render: * Surfaces store a renderer reference, this allows animations to bind to the renderer and create a surface just-in-time **These last changes should have been a separate PR, sorry.** Notable changes in d2core/d2ui: * ui.NewSprite now handles creating an animation internally, only needs image and palette path as arguments Notable Changes in d2game: Because of the change in d2ui, all instances of this code pattern... ```golang animation, err := screen.asset.LoadAnimation(imgPath, palettePath) sprite, err := screen.ui.NewSprite(animation) ``` ... becomes this ... ```golang sprite, err := screen.ui.NewSprite(imgPath, palettePath) ```
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renderer *Renderer
stateStack []surfaceState
stateCurrent surfaceState
image *ebiten.Image
colorMCache map[colorMCacheKey]*colorMCacheEntry
monotonicClock int64
}
Decouple asset manager from renderer (#730) * improve AssetManager implementation Notable changes are: * removed the individual managers inside of d2asset, only one asset manager * AssetManager now has caches for the types of files it loads * created a type for TextDictionary (the txt file structs) * fixed a file path bug in d2loader Source * fixed a asset stream bug in d2loader Asset * d2loader.Loader now needs a d2config.Config on creation (for resolving locale files) * updated the mpq file in d2asset test data, added test case for "sub-directory" * added a Data method to d2asset.Asset. The data is cached on first full read. * renamed ArchiveDataStream to DataStream in d2interface * moved palette utility func out of d2asset and into d2util * bugfix for MacOS mpq loader issue * lint fixes, added data caching to filesystem asset * adding comment for mpq asset close * Decouple d2asset from d2render Notable changes in d2common: * d2dcc.Load now fully decodes the dcc and stores the directions/frames in the dcc struct * un-exported dcc.decodeDirection, it is only used in d2dcc * removed font interface from d2interface, we only have one font implementation * added `Renderer` method to d2interface.Surface, animations use this to bind to a renderer and create surfaces as they need * added `BindRenderer` method to animation interface Notable changes in d2common/d2asset: * **d2asset.NewAssetManager only needs to be passed a d2config.Config**, it is decoupled from d2render * exported Animation * Animation implementation binds to the renderer to create surfaces only on the first time it is rendered * font, dcc, dc6 initialization logic moved out of asset_manager.go * for dc6 and dcc animations, the process of decoding and creating render surfaces has been broken into different methods * the d2asset.Font struct now stores font table data for initialization purposes Notable changes in d2core/d2render: * Surfaces store a renderer reference, this allows animations to bind to the renderer and create a surface just-in-time **These last changes should have been a separate PR, sorry.** Notable changes in d2core/d2ui: * ui.NewSprite now handles creating an animation internally, only needs image and palette path as arguments Notable Changes in d2game: Because of the change in d2ui, all instances of this code pattern... ```golang animation, err := screen.asset.LoadAnimation(imgPath, palettePath) sprite, err := screen.ui.NewSprite(animation) ``` ... becomes this ... ```golang sprite, err := screen.ui.NewSprite(imgPath, palettePath) ```
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func createEbitenSurface(r *Renderer, img *ebiten.Image, currentState ...surfaceState) *ebitenSurface {
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state := surfaceState{
effect: d2enum.DrawEffectNone,
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saturation: defaultSaturation,
brightness: defaultBrightness,
skewX: defaultSkewX,
skewY: defaultSkewY,
scaleX: defaultScaleX,
scaleY: defaultScaleY,
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}
if len(currentState) > 0 {
state = currentState[0]
}
return &ebitenSurface{
Decouple asset manager from renderer (#730) * improve AssetManager implementation Notable changes are: * removed the individual managers inside of d2asset, only one asset manager * AssetManager now has caches for the types of files it loads * created a type for TextDictionary (the txt file structs) * fixed a file path bug in d2loader Source * fixed a asset stream bug in d2loader Asset * d2loader.Loader now needs a d2config.Config on creation (for resolving locale files) * updated the mpq file in d2asset test data, added test case for "sub-directory" * added a Data method to d2asset.Asset. The data is cached on first full read. * renamed ArchiveDataStream to DataStream in d2interface * moved palette utility func out of d2asset and into d2util * bugfix for MacOS mpq loader issue * lint fixes, added data caching to filesystem asset * adding comment for mpq asset close * Decouple d2asset from d2render Notable changes in d2common: * d2dcc.Load now fully decodes the dcc and stores the directions/frames in the dcc struct * un-exported dcc.decodeDirection, it is only used in d2dcc * removed font interface from d2interface, we only have one font implementation * added `Renderer` method to d2interface.Surface, animations use this to bind to a renderer and create surfaces as they need * added `BindRenderer` method to animation interface Notable changes in d2common/d2asset: * **d2asset.NewAssetManager only needs to be passed a d2config.Config**, it is decoupled from d2render * exported Animation * Animation implementation binds to the renderer to create surfaces only on the first time it is rendered * font, dcc, dc6 initialization logic moved out of asset_manager.go * for dc6 and dcc animations, the process of decoding and creating render surfaces has been broken into different methods * the d2asset.Font struct now stores font table data for initialization purposes Notable changes in d2core/d2render: * Surfaces store a renderer reference, this allows animations to bind to the renderer and create a surface just-in-time **These last changes should have been a separate PR, sorry.** Notable changes in d2core/d2ui: * ui.NewSprite now handles creating an animation internally, only needs image and palette path as arguments Notable Changes in d2game: Because of the change in d2ui, all instances of this code pattern... ```golang animation, err := screen.asset.LoadAnimation(imgPath, palettePath) sprite, err := screen.ui.NewSprite(animation) ``` ... becomes this ... ```golang sprite, err := screen.ui.NewSprite(imgPath, palettePath) ```
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renderer: r,
image: img,
stateCurrent: state,
colorMCache: make(map[colorMCacheKey]*colorMCacheEntry),
}
}
Decouple asset manager from renderer (#730) * improve AssetManager implementation Notable changes are: * removed the individual managers inside of d2asset, only one asset manager * AssetManager now has caches for the types of files it loads * created a type for TextDictionary (the txt file structs) * fixed a file path bug in d2loader Source * fixed a asset stream bug in d2loader Asset * d2loader.Loader now needs a d2config.Config on creation (for resolving locale files) * updated the mpq file in d2asset test data, added test case for "sub-directory" * added a Data method to d2asset.Asset. The data is cached on first full read. * renamed ArchiveDataStream to DataStream in d2interface * moved palette utility func out of d2asset and into d2util * bugfix for MacOS mpq loader issue * lint fixes, added data caching to filesystem asset * adding comment for mpq asset close * Decouple d2asset from d2render Notable changes in d2common: * d2dcc.Load now fully decodes the dcc and stores the directions/frames in the dcc struct * un-exported dcc.decodeDirection, it is only used in d2dcc * removed font interface from d2interface, we only have one font implementation * added `Renderer` method to d2interface.Surface, animations use this to bind to a renderer and create surfaces as they need * added `BindRenderer` method to animation interface Notable changes in d2common/d2asset: * **d2asset.NewAssetManager only needs to be passed a d2config.Config**, it is decoupled from d2render * exported Animation * Animation implementation binds to the renderer to create surfaces only on the first time it is rendered * font, dcc, dc6 initialization logic moved out of asset_manager.go * for dc6 and dcc animations, the process of decoding and creating render surfaces has been broken into different methods * the d2asset.Font struct now stores font table data for initialization purposes Notable changes in d2core/d2render: * Surfaces store a renderer reference, this allows animations to bind to the renderer and create a surface just-in-time **These last changes should have been a separate PR, sorry.** Notable changes in d2core/d2ui: * ui.NewSprite now handles creating an animation internally, only needs image and palette path as arguments Notable Changes in d2game: Because of the change in d2ui, all instances of this code pattern... ```golang animation, err := screen.asset.LoadAnimation(imgPath, palettePath) sprite, err := screen.ui.NewSprite(animation) ``` ... becomes this ... ```golang sprite, err := screen.ui.NewSprite(imgPath, palettePath) ```
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// Renderer returns the renderer
func (s *ebitenSurface) Renderer() d2interface.Renderer {
return s.renderer
}
// PushTranslation pushes an x,y translation to the state stack
func (s *ebitenSurface) PushTranslation(x, y int) {
s.stateStack = append(s.stateStack, s.stateCurrent)
s.stateCurrent.x += x
s.stateCurrent.y += y
}
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// PushSkew pushes a skew to the state stack
func (s *ebitenSurface) PushSkew(skewX, skewY float64) {
s.stateStack = append(s.stateStack, s.stateCurrent)
s.stateCurrent.skewX = skewX
s.stateCurrent.skewY = skewY
}
// PushScale pushes a scale to the state stack
func (s *ebitenSurface) PushScale(scaleX, scaleY float64) {
s.stateStack = append(s.stateStack, s.stateCurrent)
s.stateCurrent.scaleX = scaleX
s.stateCurrent.scaleY = scaleY
}
// PushEffect pushes an effect to the state stack
func (s *ebitenSurface) PushEffect(effect d2enum.DrawEffect) {
s.stateStack = append(s.stateStack, s.stateCurrent)
s.stateCurrent.effect = effect
}
// PushFilter pushes a filter to the state stack
func (s *ebitenSurface) PushFilter(filter d2enum.Filter) {
s.stateStack = append(s.stateStack, s.stateCurrent)
s.stateCurrent.filter = d2ToEbitenFilter(filter)
}
// PushColor pushes a color to the stat stack
func (s *ebitenSurface) PushColor(c color.Color) {
s.stateStack = append(s.stateStack, s.stateCurrent)
s.stateCurrent.color = c
}
// PushBrightness pushes a brightness value to the state stack
func (s *ebitenSurface) PushBrightness(brightness float64) {
s.stateStack = append(s.stateStack, s.stateCurrent)
s.stateCurrent.brightness = brightness
}
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// PushSaturation pushes a saturation value to the state stack
func (s *ebitenSurface) PushSaturation(saturation float64) {
s.stateStack = append(s.stateStack, s.stateCurrent)
s.stateCurrent.saturation = saturation
}
// Pop pops a state off of the state stack
func (s *ebitenSurface) Pop() {
count := len(s.stateStack)
if count == 0 {
panic("empty stack")
}
s.stateCurrent = s.stateStack[count-1]
s.stateStack = s.stateStack[:count-1]
}
// PopN pops n states off the the state stack
func (s *ebitenSurface) PopN(n int) {
for i := 0; i < n; i++ {
s.Pop()
}
}
func (s *ebitenSurface) RenderSprite(sprite *d2ui.Sprite) {
opts := s.createDrawImageOptions()
if s.stateCurrent.brightness != 1 || s.stateCurrent.saturation != 1 {
opts.ColorM.ChangeHSV(0, s.stateCurrent.saturation, s.stateCurrent.brightness)
}
s.handleStateEffect(opts)
sprite.Render(s)
}
// Render renders the given surface
func (s *ebitenSurface) Render(sfc d2interface.Surface) {
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opts := s.createDrawImageOptions()
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if s.stateCurrent.brightness != 1 || s.stateCurrent.saturation != 1 {
opts.ColorM.ChangeHSV(0, s.stateCurrent.saturation, s.stateCurrent.brightness)
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}
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s.handleStateEffect(opts)
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s.image.DrawImage(sfc.(*ebitenSurface).image, opts)
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}
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// Renders the section of the surface, given the bounds
func (s *ebitenSurface) RenderSection(sfc d2interface.Surface, bound image.Rectangle) {
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opts := s.createDrawImageOptions()
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if s.stateCurrent.brightness != 0 {
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opts.ColorM.ChangeHSV(0, s.stateCurrent.saturation, s.stateCurrent.brightness)
}
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s.handleStateEffect(opts)
s.image.DrawImage(sfc.(*ebitenSurface).image.SubImage(bound).(*ebiten.Image), opts)
}
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func (s *ebitenSurface) createDrawImageOptions() *ebiten.DrawImageOptions {
opts := &ebiten.DrawImageOptions{}
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if s.stateCurrent.skewX != 0 || s.stateCurrent.skewY != 0 {
opts.GeoM.Skew(s.stateCurrent.skewX, s.stateCurrent.skewY)
}
if s.stateCurrent.scaleX != 1.0 || s.stateCurrent.scaleY != 1.0 {
opts.GeoM.Scale(s.stateCurrent.scaleX, s.stateCurrent.scaleY)
}
opts.GeoM.Translate(float64(s.stateCurrent.x), float64(s.stateCurrent.y))
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opts.Filter = s.stateCurrent.filter
if s.stateCurrent.color != nil {
opts.ColorM = s.colorToColorM(s.stateCurrent.color)
}
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return opts
}
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func (s *ebitenSurface) handleStateEffect(opts *ebiten.DrawImageOptions) {
switch s.stateCurrent.effect {
case d2enum.DrawEffectPctTransparency25:
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opts.ColorM.Translate(0, 0, 0, -transparency25)
case d2enum.DrawEffectPctTransparency50:
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opts.ColorM.Translate(0, 0, 0, -transparency50)
case d2enum.DrawEffectPctTransparency75:
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opts.ColorM.Translate(0, 0, 0, -transparency75)
case d2enum.DrawEffectModulate:
opts.CompositeMode = ebiten.CompositeModeLighter
// https://github.com/OpenDiablo2/OpenDiablo2/issues/822
case d2enum.DrawEffectBurn:
case d2enum.DrawEffectNormal:
case d2enum.DrawEffectMod2XTrans:
case d2enum.DrawEffectMod2X:
case d2enum.DrawEffectNone:
opts.CompositeMode = ebiten.CompositeModeSourceOver
}
}
// DrawTextf renders the string to the surface with the given format string and a set of parameters
func (s *ebitenSurface) DrawTextf(format string, params ...interface{}) {
str := fmt.Sprintf(format, params...)
s.Renderer().PrintAt(s.image, str, s.stateCurrent.x, s.stateCurrent.y)
}
// DrawLine draws a line
func (s *ebitenSurface) DrawLine(x, y int, fillColor color.Color) {
ebitenutil.DrawLine(
s.image,
float64(s.stateCurrent.x),
float64(s.stateCurrent.y),
float64(s.stateCurrent.x+x),
float64(s.stateCurrent.y+y),
fillColor,
)
}
// DrawRect draws a rectangle
func (s *ebitenSurface) DrawRect(width, height int, fillColor color.Color) {
ebitenutil.DrawRect(
s.image,
float64(s.stateCurrent.x),
float64(s.stateCurrent.y),
float64(width),
float64(height),
fillColor,
)
}
// Clear clears the entire surface, filling with the given color
func (s *ebitenSurface) Clear(fillColor color.Color) {
s.image.Fill(fillColor)
}
// GetSize gets the size of the surface
func (s *ebitenSurface) GetSize() (x, y int) {
return s.image.Size()
}
// GetDepth returns the depth of this surface in the stack
func (s *ebitenSurface) GetDepth() int {
return len(s.stateStack)
}
// ReplacePixels replaces pixels in the surface with the given pixels
func (s *ebitenSurface) ReplacePixels(pixels []byte) {
s.image.ReplacePixels(pixels)
}
// Screenshot returns an *image.RGBA of the surface
func (s *ebitenSurface) Screenshot() *image.RGBA {
width, height := s.GetSize()
bounds := image.Rectangle{Min: image.Point{X: 0, Y: 0}, Max: image.Point{X: width, Y: height}}
rgba := image.NewRGBA(bounds)
for y := 0; y < height; y++ {
for x := 0; x < width; x++ {
rgba.Set(x, y, s.image.At(x, y))
}
}
return rgba
}
func (s *ebitenSurface) now() int64 {
s.monotonicClock++
return s.monotonicClock
}
// colorToColorM converts a normal color to a color matrix
func (s *ebitenSurface) colorToColorM(clr color.Color) ebiten.ColorM {
// RGBA() is in [0 - 0xffff]. Adjust them in [0 - 0xff].
cr, cg, cb, ca := clr.RGBA()
cr >>= 8
cg >>= 8
cb >>= 8
ca >>= 8
if ca == 0 {
emptyColorM := ebiten.ColorM{}
emptyColorM.Scale(0, 0, 0, 0)
return emptyColorM
}
key := colorMCacheKey(cr | (cg << 8) | (cb << 16) | (ca << 24))
e, ok := s.colorMCache[key]
if ok {
e.atime = s.now()
return e.colorMatrix
}
if len(s.colorMCache) > cacheLimit {
oldest := int64(math.MaxInt64)
oldestKey := colorMCacheKey(0)
for key, c := range s.colorMCache {
if c.atime < oldest {
oldestKey = key
oldest = c.atime
}
}
delete(s.colorMCache, oldestKey)
}
cm := ebiten.ColorM{}
rf := float64(cr) / float64(ca)
gf := float64(cg) / float64(ca)
bf := float64(cb) / float64(ca)
af := float64(ca) / maxAlpha
cm.Scale(rf, gf, bf, af)
e = &colorMCacheEntry{
colorMatrix: cm,
atime: s.now(),
}
s.colorMCache[key] = e
return e.colorMatrix
}