OpenDiablo2/d2core/d2map/d2maprenderer/renderer.go

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package d2maprenderer
import (
"errors"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2math/d2vector"
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"image/color"
"log"
"math"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2fileformats/d2ds1"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2map/d2mapengine"
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)
// MapRenderer manages the game viewport and Camera. It requests tile and entity data from MapEngine and renders it.
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type MapRenderer struct {
renderer d2interface.Renderer // Used for drawing operations
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mapEngine *d2mapengine.MapEngine // The map engine that is being rendered
palette d2interface.Palette // The palette used for this map
viewport *Viewport // Used for rendering offsets
Camera Camera // Used to determine where on the map we are rendering
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debugVisLevel int // Debug visibility index (0=none, 1=tiles, 2=sub-tiles)
lastFrameTime float64 // The last time the map was rendered
currentFrame int // Current render frame (for animations)
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}
// CreateMapRenderer creates a new MapRenderer, sets the required fields and returns a pointer to it.
func CreateMapRenderer(renderer d2interface.Renderer, mapEngine *d2mapengine.MapEngine, term d2interface.Terminal) *MapRenderer {
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result := &MapRenderer{
renderer: renderer,
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mapEngine: mapEngine,
viewport: NewViewport(0, 0, 800, 600),
}
result.Camera = Camera{}
startPosition := d2vector.NewPosition(0,0)
result.Camera.position = &startPosition
result.viewport.SetCamera(&result.Camera)
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term.BindAction("mapdebugvis", "set map debug visualization level", func(level int) {
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result.debugVisLevel = level
})
if mapEngine.LevelType().ID != 0 {
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result.generateTileCache()
}
return result
}
// RegenerateTileCache calls MapRenderer.generateTileCache().
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func (mr *MapRenderer) RegenerateTileCache() {
mr.generateTileCache()
}
// SetMapEngine sets the MapEngine this renderer is rendering.
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func (mr *MapRenderer) SetMapEngine(mapEngine *d2mapengine.MapEngine) {
mr.mapEngine = mapEngine
mr.generateTileCache()
}
// Render determines the width and height of map tiles that should be rendered. The following four render passes are
// made in succession:
//
// Pass 1: Lower wall tiles, tile shadows and floor tiles.
//
// Pass 2: Entities below walls.
//
// Pass 3: Upper wall tiles and entities above walls.
//
// Pass 4: Roof tiles.
func (mr *MapRenderer) Render(target d2interface.Surface) {
mapSize := mr.mapEngine.Size()
stxf, styf := mr.viewport.ScreenToWorld(400, -200)
etxf, etyf := mr.viewport.ScreenToWorld(400, 1050)
startX := int(math.Max(0, math.Floor(stxf)))
startY := int(math.Max(0, math.Floor(styf)))
endX := int(math.Min(float64(mapSize.Width), math.Ceil(etxf)))
endY := int(math.Min(float64(mapSize.Height), math.Ceil(etyf)))
mr.renderPass1(target, startX, startY, endX, endY)
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mr.renderPass2(target, startX, startY, endX, endY)
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if mr.debugVisLevel > 0 {
mr.renderDebug(mr.debugVisLevel, target, startX, startY, endX, endY)
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}
mr.renderPass3(target, startX, startY, endX, endY)
mr.renderPass4(target, startX, startY, endX, endY)
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}
// MoveCameraTo sets the position of the Camera to the given x and y coordinates.
func (mr *MapRenderer) MoveCameraTo(position *d2vector.Position) {
mr.Camera.MoveTo(position)
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}
// MoveCameraBy adds the given vector to the current position of the Camera.
func (mr *MapRenderer) MoveCameraBy(vector *d2vector.Vector) {
mr.Camera.MoveBy(vector)
}
// MoveCameraTargetBy adds the given vector to the current position of the Camera.
func (mr *MapRenderer) MoveCameraTargetBy(vector *d2vector.Vector) {
mr.Camera.MoveTargetBy(vector)
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}
// ScreenToWorld returns the world position for the given screen (pixel) position.
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func (mr *MapRenderer) ScreenToWorld(x, y int) (float64, float64) {
return mr.viewport.ScreenToWorld(x, y)
}
// ScreenToOrtho returns the orthogonal position, without accounting for the isometric angle, for the given screen
// (pixel) position.
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func (mr *MapRenderer) ScreenToOrtho(x, y int) (float64, float64) {
return mr.viewport.ScreenToOrtho(x, y)
}
// WorldToOrtho returns the orthogonal position for the given isometric world position.
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func (mr *MapRenderer) WorldToOrtho(x, y float64) (float64, float64) {
return mr.viewport.WorldToOrtho(x, y)
}
// Lower wall tiles, tile shadows and floor tiles.
func (mr *MapRenderer) renderPass1(target d2interface.Surface, startX, startY, endX, endY int) {
for tileY := startY; tileY < endY; tileY++ {
for tileX := startX; tileX < endX; tileX++ {
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tile := mr.mapEngine.TileAt(tileX, tileY)
mr.viewport.PushTranslationWorld(float64(tileX), float64(tileY))
mr.renderTilePass1(tile, target)
mr.viewport.PopTranslation()
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}
}
}
// Entities below walls.
func (mr *MapRenderer) renderPass2(target d2interface.Surface, startX, startY, endX, endY int) {
for tileY := startY; tileY < endY; tileY++ {
for tileX := startX; tileX < endX; tileX++ {
mr.viewport.PushTranslationWorld(float64(tileX), float64(tileY))
// TODO: Do not loop over every entity every frame
for _, mapEntity := range *mr.mapEngine.Entities() {
entityX, entityY := mapEntity.GetPosition()
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if mapEntity.GetLayer() != 1 {
continue
}
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if (int(entityX) != tileX) || (int(entityY) != tileY) {
continue
}
target.PushTranslation(mr.viewport.GetTranslationScreen())
mapEntity.Render(target)
target.Pop()
}
mr.viewport.PopTranslation()
}
}
}
// Upper wall tiles and entities above walls.
func (mr *MapRenderer) renderPass3(target d2interface.Surface, startX, startY, endX, endY int) {
for tileY := startY; tileY < endY; tileY++ {
for tileX := startX; tileX < endX; tileX++ {
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tile := mr.mapEngine.TileAt(tileX, tileY)
mr.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()
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if mapEntity.GetLayer() == 1 {
continue
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}
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if (int(entityX) != tileX) || (int(entityY) != tileY) {
continue
}
target.PushTranslation(mr.viewport.GetTranslationScreen())
mapEntity.Render(target)
target.Pop()
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}
mr.viewport.PopTranslation()
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}
}
}
// Roof tiles.
func (mr *MapRenderer) renderPass4(target d2interface.Surface, startX, startY, endX, endY int) {
for tileY := startY; tileY < endY; tileY++ {
for tileX := startX; tileX < endX; tileX++ {
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tile := mr.mapEngine.TileAt(tileX, tileY)
mr.viewport.PushTranslationWorld(float64(tileX), float64(tileY))
mr.renderTilePass3(tile, target)
mr.viewport.PopTranslation()
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}
}
}
func (mr *MapRenderer) renderTilePass1(tile *d2ds1.TileRecord, target d2interface.Surface) {
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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 d2interface.Surface) {
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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 d2interface.Surface) {
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for _, wall := range tile.Walls {
if wall.Type == d2enum.TileRoof {
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mr.renderWall(wall, mr.viewport, target)
}
}
}
func (mr *MapRenderer) renderFloor(tile d2ds1.FloorShadowRecord, target d2interface.Surface) {
var img d2interface.Surface
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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))
}
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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 d2interface.Surface) {
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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))
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defer viewport.PopTranslation()
target.PushTranslation(viewport.GetTranslationScreen())
defer target.Pop()
target.Render(img)
}
func (mr *MapRenderer) renderShadow(tile d2ds1.FloorShadowRecord, target d2interface.Surface) {
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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})
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defer target.PopN(2)
target.Render(img)
}
func (mr *MapRenderer) renderDebug(debugVisLevel int, target d2interface.Surface, startX, startY, endX, endY int) {
for tileY := startY; tileY < endY; tileY++ {
for tileX := startX; tileX < endX; tileX++ {
mr.viewport.PushTranslationWorld(float64(tileX), float64(tileY))
mr.renderTileDebug(tileX, tileY, debugVisLevel, target)
mr.viewport.PopTranslation()
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}
}
}
// WorldToScreen returns the screen (pixel) position for the given isometric world position as two ints.
func (mr *MapRenderer) WorldToScreen(x, y float64) (int, int) {
return mr.viewport.WorldToScreen(x, y)
}
// WorldToScreenF returns the screen (pixel) position for the given isometric world position as two float64s.
func (mr *MapRenderer) WorldToScreenF(x, y float64) (float64, float64) {
return mr.viewport.WorldToScreenF(x, y)
}
func (mr *MapRenderer) renderTileDebug(ax, ay int, debugVisLevel int, target d2interface.Surface) {
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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.DrawTextf("%v, %v", ax, ay)
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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.DrawTextf("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.DrawTextf("s: %v-%v", wall.Style, wall.Sequence)
target.Pop()
}
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}
for yy := 0; yy < 5; yy++ {
for xx := 0; xx < 5; xx++ {
isoX := (xx - yy) * 16
isoY := (xx + yy) * 8
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var walkableArea = (*mr.mapEngine.WalkMesh())[((yy+(ay*5))*mr.mapEngine.Size().Width*5)+xx+(ax*5)]
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if !walkableArea.Walkable {
target.PushTranslation(isoX-3, isoY+4)
target.DrawRect(5, 5, tileCollisionColor)
target.Pop()
}
}
}
}
}
// Advance is called once per frame and maintains the MapRenderer's record previous render timestamp and current frame.
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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
}
mr.Camera.Advance(elapsed)
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}
func loadPaletteForAct(levelType d2enum.RegionIdType) (d2interface.Palette, error) {
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var palettePath string
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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)
}
// ViewportToLeft moves the viewport to the left.
func (mr *MapRenderer) ViewportToLeft() {
mr.viewport.toLeft()
}
// ViewportToRight moves the viewport to the right.
func (mr *MapRenderer) ViewportToRight() {
mr.viewport.toRight()
}
// ViewportDefault resets the viewport to it's default position.
func (mr *MapRenderer) ViewportDefault() {
mr.viewport.resetAlign()
}
// SetCameraTarget sts the Camera target
func (mr *MapRenderer) SetCameraTarget(position *d2vector.Position) {
mr.Camera.SetTarget(position)
}