1
1
mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-11-05 09:47:18 -05:00
OpenDiablo2/d2core/d2render/ebiten/ebiten_surface.go

297 lines
7.6 KiB
Go
Raw Normal View History

package ebiten
import (
"fmt"
"image"
"image/color"
"math"
Replace ebitenUtil with d2DebugUtil and new charmap for debugger. (#577) * lint updates for /d2astar * png issue * debug package * load bmp properly * debug draft * Vector float64 (#565) * Fixed nil pointer in Copy() * Position added Added Floor() and String() methods to Vector. Also added Position which declares an embedded Vector2 and returns various forms of it. * d2vector.Vector2 renamed to d2vector.BigFloat * vector.go renamed to big_float.go * Float64 stub and more renaming * Vector value getters * Separate vector types with initial methods. * Divide and lint warnings. * Distance and Length. * Scale, Abs and Negate. * CompareFloat64Fuzzy delta direction reversed. * Refactor vector_test.go. * Renamed Approx methods. * Distance and Length. * Distance and Length. * Removed BigFloat and Vector, renamed Float64 to Vector, simplified tests. * Angle, SignedAngle and other small functions. * Receiver rename. * SingedAngle and test fixed * Rotate. * SetLength. * Cross. * NinetyAnti and NinetyClock. * Lerp and Clamp. * Reflect and ReflectSurface. * Cardinal convenience functions. * Comments. * Panic on NaN and Inf in Position. * Lint warnings and comments. * D2map lint warnings (#566) * Comments and newlines in engine.go * Comments and newlines in object.go * Comments and newlines in animated_entity.go * Comments and newlines in missile.go * Comments and newlines in npc.go * Comments and newlines in player.go * Removed object.go (incorrectly merged it in during rebase). * Comments and newlines in renderer.go. * Comments and newlines in map_entity.go. * Comments and newlines in walk_mesh.go. * Comments and newlines in viewport.go and tile_cache.go. * Comments and newlines in stamp.go and wilderness_tile_types.go. * Comments and newlines in everything else. * removing inventory grid test for now because it causes builds to fail on github (#570) * Refactored d2enum (#567) * Refactored animation mode enum * More d2enum changes * Refactored tile enum * Refactored weapon class enum * Refactored more enums * Refactored item event enum * Fixed init_functions animation mode * Removed string2enum from MonsterAnimationMode * Refactored ItemStatCost description * Last enum lint errors * Regenerated monster stringer file * compressed image * Replaced restruct with StreamReader (#574) * Fixed bug in palette.go (#575) * Javascript console commands (#572) * Allow the execution of JS from the terminal when hosting a local game or playing a single game Signed-off-by: William Claude <w.claude@thebeat.co> * Reorganise imports on edited files Signed-off-by: William Claude <w.claude@thebeat.co> * Remove Reset Signed-off-by: William Claude <w.claude@thebeat.co> * Add inventory.txt loader, use the records (#573) * adding resource entry for inventory.txt * adding loader for inventory.txt * adding call to inventory.txt loader in d2app * d2game now uses the inventory.txt records for making the inventory panel * removed comments * remove unused files * update go.mod * lint updates for /d2astar * png issue * update go.mod Co-authored-by: danhale-git <36298392+danhale-git@users.noreply.github.com> Co-authored-by: dk <dknuth0101@gmail.com> Co-authored-by: Intyre <Intyre@gmail.com> Co-authored-by: William <1004323+aziule@users.noreply.github.com>
2020-07-11 18:12:20 -04:00
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2DebugUtil"
2020-06-30 09:58:53 -04:00
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
"github.com/hajimehoshi/ebiten"
"github.com/hajimehoshi/ebiten/ebitenutil"
)
const (
maxAlpha = 0xff
cacheLimit = 512
)
type colorMCacheKey uint32
type colorMCacheEntry struct {
colorMatrix ebiten.ColorM
atime int64
}
type ebitenSurface struct {
stateStack []surfaceState
stateCurrent surfaceState
image *ebiten.Image
colorMCache map[colorMCacheKey]*colorMCacheEntry
monotonicClock int64
}
func createEbitenSurface(img *ebiten.Image, currentState ...surfaceState) *ebitenSurface {
state := surfaceState{effect: d2enum.DrawEffectNone}
if len(currentState) > 0 {
state = currentState[0]
}
return &ebitenSurface{
image: img,
stateCurrent: state,
colorMCache: make(map[colorMCacheKey]*colorMCacheEntry),
}
}
// 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
}
// 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
}
// 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()
}
}
// Render renders the given surface
func (s *ebitenSurface) Render(sfc d2interface.Surface) error {
opts := &ebiten.DrawImageOptions{}
opts.GeoM.Translate(float64(s.stateCurrent.x), float64(s.stateCurrent.y))
opts.Filter = s.stateCurrent.filter
if s.stateCurrent.color != nil {
opts.ColorM = s.colorToColorM(s.stateCurrent.color)
}
if s.stateCurrent.brightness != 0 {
opts.ColorM.ChangeHSV(0, 1, s.stateCurrent.brightness)
}
// Are these correct? who even knows
switch s.stateCurrent.effect {
case d2enum.DrawEffectPctTransparency25:
opts.ColorM.Translate(0, 0, 0, -0.25)
case d2enum.DrawEffectPctTransparency50:
opts.ColorM.Translate(0, 0, 0, -0.50)
case d2enum.DrawEffectPctTransparency75:
opts.ColorM.Translate(0, 0, 0, -0.75)
case d2enum.DrawEffectModulate:
opts.CompositeMode = ebiten.CompositeModeLighter
// TODO: idk what to do when ebiten doesn't exactly match, pick closest?
case d2enum.DrawEffectBurn:
case d2enum.DrawEffectNormal:
case d2enum.DrawEffectMod2XTrans:
case d2enum.DrawEffectMod2X:
case d2enum.DrawEffectNone:
opts.CompositeMode = ebiten.CompositeModeSourceOver
}
var img = sfc.(*ebitenSurface).image
return s.image.DrawImage(img, opts)
}
// Renders the section of the surface, given the bounds
func (s *ebitenSurface) RenderSection(sfc d2interface.Surface, bound image.Rectangle) error {
opts := &ebiten.DrawImageOptions{}
opts.GeoM.Translate(float64(s.stateCurrent.x), float64(s.stateCurrent.y))
opts.Filter = s.stateCurrent.filter
if s.stateCurrent.color != nil {
opts.ColorM = s.colorToColorM(s.stateCurrent.color)
}
if s.stateCurrent.brightness != 0 {
opts.ColorM.ChangeHSV(0, 1, s.stateCurrent.brightness)
}
// Are these correct? who even knows
switch s.stateCurrent.effect {
case d2enum.DrawEffectPctTransparency25:
opts.ColorM.Translate(0, 0, 0, -0.25)
case d2enum.DrawEffectPctTransparency50:
opts.ColorM.Translate(0, 0, 0, -0.50)
case d2enum.DrawEffectPctTransparency75:
opts.ColorM.Translate(0, 0, 0, -0.75)
case d2enum.DrawEffectModulate:
opts.CompositeMode = ebiten.CompositeModeLighter
// TODO: idk what to do when ebiten doesn't exactly match, pick closest?
case d2enum.DrawEffectBurn:
case d2enum.DrawEffectNormal:
case d2enum.DrawEffectMod2XTrans:
case d2enum.DrawEffectMod2X:
case d2enum.DrawEffectNone:
opts.CompositeMode = ebiten.CompositeModeSourceOver
}
var img = sfc.(*ebitenSurface).image
return s.image.DrawImage(img.SubImage(bound).(*ebiten.Image), opts)
}
// 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{}) {
Replace ebitenUtil with d2DebugUtil and new charmap for debugger. (#577) * lint updates for /d2astar * png issue * debug package * load bmp properly * debug draft * Vector float64 (#565) * Fixed nil pointer in Copy() * Position added Added Floor() and String() methods to Vector. Also added Position which declares an embedded Vector2 and returns various forms of it. * d2vector.Vector2 renamed to d2vector.BigFloat * vector.go renamed to big_float.go * Float64 stub and more renaming * Vector value getters * Separate vector types with initial methods. * Divide and lint warnings. * Distance and Length. * Scale, Abs and Negate. * CompareFloat64Fuzzy delta direction reversed. * Refactor vector_test.go. * Renamed Approx methods. * Distance and Length. * Distance and Length. * Removed BigFloat and Vector, renamed Float64 to Vector, simplified tests. * Angle, SignedAngle and other small functions. * Receiver rename. * SingedAngle and test fixed * Rotate. * SetLength. * Cross. * NinetyAnti and NinetyClock. * Lerp and Clamp. * Reflect and ReflectSurface. * Cardinal convenience functions. * Comments. * Panic on NaN and Inf in Position. * Lint warnings and comments. * D2map lint warnings (#566) * Comments and newlines in engine.go * Comments and newlines in object.go * Comments and newlines in animated_entity.go * Comments and newlines in missile.go * Comments and newlines in npc.go * Comments and newlines in player.go * Removed object.go (incorrectly merged it in during rebase). * Comments and newlines in renderer.go. * Comments and newlines in map_entity.go. * Comments and newlines in walk_mesh.go. * Comments and newlines in viewport.go and tile_cache.go. * Comments and newlines in stamp.go and wilderness_tile_types.go. * Comments and newlines in everything else. * removing inventory grid test for now because it causes builds to fail on github (#570) * Refactored d2enum (#567) * Refactored animation mode enum * More d2enum changes * Refactored tile enum * Refactored weapon class enum * Refactored more enums * Refactored item event enum * Fixed init_functions animation mode * Removed string2enum from MonsterAnimationMode * Refactored ItemStatCost description * Last enum lint errors * Regenerated monster stringer file * compressed image * Replaced restruct with StreamReader (#574) * Fixed bug in palette.go (#575) * Javascript console commands (#572) * Allow the execution of JS from the terminal when hosting a local game or playing a single game Signed-off-by: William Claude <w.claude@thebeat.co> * Reorganise imports on edited files Signed-off-by: William Claude <w.claude@thebeat.co> * Remove Reset Signed-off-by: William Claude <w.claude@thebeat.co> * Add inventory.txt loader, use the records (#573) * adding resource entry for inventory.txt * adding loader for inventory.txt * adding call to inventory.txt loader in d2app * d2game now uses the inventory.txt records for making the inventory panel * removed comments * remove unused files * update go.mod * lint updates for /d2astar * png issue * update go.mod Co-authored-by: danhale-git <36298392+danhale-git@users.noreply.github.com> Co-authored-by: dk <dknuth0101@gmail.com> Co-authored-by: Intyre <Intyre@gmail.com> Co-authored-by: William <1004323+aziule@users.noreply.github.com>
2020-07-11 18:12:20 -04:00
d2DebugUtil.D2DebugPrintAt(s.image, fmt.Sprintf(format, params...), 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) error {
return 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) error {
return 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
}