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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-06-16 04:25:23 +00:00

Cache each cof layer individually and set blending (#235)

* Cache each cof layer individually and set blending

* Draw layers in their correct order
This commit is contained in:
Ziemas 2019-11-26 00:57:55 +01:00 committed by Tim Sarbin
parent 19257abddb
commit 1bfbffc48d

View File

@ -28,6 +28,12 @@ var DccLayerNames = []string{"HD", "TR", "LG", "RA", "LA", "RH", "LH", "SH", "S1
// DirectionLookup is used to decode the direction offset indexes
var DirectionLookup = []int{9, 15, 5, 6, 4, 12, 10, 2, 8, 13, 1, 7, 0, 14, 11, 3}
type LayerCacheEntry struct {
frames []*ebiten.Image
compositeMode ebiten.CompositeMode
offsetX, offsetY int32
}
// AnimatedEntity represents an entity on the map that can be animated
type AnimatedEntity struct {
fileProvider d2interface.FileProvider
@ -49,9 +55,10 @@ type AnimatedEntity struct {
direction int
currentFrame int
offsetX, offsetY int32
frames []*ebiten.Image
//frameLocations []d2common.Rectangle
object *d2datadict.ObjectLookupRecord
object *d2datadict.ObjectLookupRecord
layerCache []LayerCacheEntry
drawOrder [][]d2enum.CompositeType
}
// CreateAnimatedEntity creates an instance of AnimatedEntity
@ -62,7 +69,7 @@ func CreateAnimatedEntity(x, y int32, object *d2datadict.ObjectLookupRecord, fil
token: object.Token,
object: object,
palette: palette,
frames: []*ebiten.Image{},
layerCache: make([]LayerCacheEntry, d2enum.CompositeTypeMax),
//frameLocations: []d2common.Rectangle{},
}
result.dccLayers = make(map[string]d2dcc.DCC)
@ -85,8 +92,6 @@ func (v *AnimatedEntity) SetMode(animationMode, weaponClass string, direction in
if v.direction >= v.Cof.NumberOfDirections {
v.direction = v.Cof.NumberOfDirections - 1
}
//v.frames = make(map[string][]*ebiten.Image)
//v.frameLocations = make(map[string][]d2common.Rectangle)
v.dccLayers = make(map[string]d2dcc.DCC)
for _, cofLayer := range v.Cof.CofLayers {
layerName := DccLayerNames[cofLayer.Type]
@ -97,7 +102,6 @@ func (v *AnimatedEntity) SetMode(animationMode, weaponClass string, direction in
}
v.updateFrameCache()
//v.cacheFrames()
}
func (v *AnimatedEntity) LoadLayer(layer string, fileProvider d2interface.FileProvider) d2dcc.DCC {
@ -161,38 +165,22 @@ func (v *AnimatedEntity) Render(target *ebiten.Image, offsetX, offsetY int) {
}
}
}
if v.currentFrame < 0 || v.frames == nil || v.currentFrame >= len(v.frames) || v.frames[v.currentFrame] == nil {
return
}
localX := (v.subcellX - v.subcellY) * 16
localY := ((v.subcellX + v.subcellY) * 8) - 5
opts := &ebiten.DrawImageOptions{}
opts.GeoM.Translate(float64(v.offsetX)+float64(offsetX)+localX, float64(v.offsetY)+float64(offsetY)+localY)
if err := target.DrawImage(v.frames[v.currentFrame], opts); err != nil {
log.Panic(err.Error())
for _, layerIdx := range v.drawOrder[v.currentFrame] {
if v.currentFrame < 0 || v.layerCache[layerIdx].frames == nil || v.currentFrame >= len(v.layerCache[layerIdx].frames) || v.layerCache[layerIdx].frames[v.currentFrame] == nil {
continue
}
opts := &ebiten.DrawImageOptions{}
x := float64(v.offsetX) + float64(offsetX) + localX + float64(v.layerCache[layerIdx].offsetX)
y := float64(v.offsetY) + float64(offsetY) + localY + float64(v.layerCache[layerIdx].offsetY)
opts.GeoM.Translate(x, y)
opts.CompositeMode = v.layerCache[layerIdx].compositeMode
if err := target.DrawImage(v.layerCache[layerIdx].frames[v.currentFrame], opts); err != nil {
log.Panic(err.Error())
}
}
//for idx := 0; idx < v.Cof.NumberOfLayers; idx++ {
// priority := v.Cof.Priority[v.direction][v.currentFrame][idx]
// if int(priority) >= len(DccLayerNames) {
// continue
// }
// frameName := DccLayerNames[priority]
// if v.frames[frameName] == nil {
// continue
// }
//
// // Location within the current tile
// localX := (v.subcellX - v.subcellY) * 16
// localY := ((v.subcellX + v.subcellY) * 8) - 5
//
// // TODO: Transparency op maybe, but it'l murder batch calls
// opts := &ebiten.DrawImageOptions{}
// opts.GeoM.Translate(float64(v.frameLocations[frameName][v.currentFrame].Left+offsetX)+localX,
// float64(v.frameLocations[frameName][v.currentFrame].Top+offsetY)+localY)
// if err := target.DrawImage(v.frames[frameName][v.currentFrame], opts); err != nil {
// log.Panic(err.Error())
// }
//}
}
func (v *AnimatedEntity) updateFrameCache() {
@ -206,52 +194,71 @@ func (v *AnimatedEntity) updateFrameCache() {
v.animationSpeed = 1.0 / ((float64(animationData.AnimationSpeed) * 25.0) / 256.0)
v.framesToAnimate = animationData.FramesPerDirection
v.lastFrameTime = d2helper.Now()
minX := int32(10000)
minY := int32(10000)
maxX := int32(-10000)
maxY := int32(-10000)
v.drawOrder = make([][]d2enum.CompositeType, v.framesToAnimate)
for frame := 0; frame < v.framesToAnimate; frame++ {
v.drawOrder[frame] = v.Cof.Priority[v.direction][frame]
}
for cofLayerIdx := range v.Cof.CofLayers {
layerName := DccLayerNames[v.Cof.CofLayers[cofLayerIdx].Type]
layerType := v.Cof.CofLayers[cofLayerIdx].Type
layerName := DccLayerNames[layerType]
dccLayer := v.dccLayers[layerName]
if !dccLayer.IsValid() {
continue
}
v.layerCache[layerType].frames = make([]*ebiten.Image, v.framesToAnimate)
minX := int32(10000)
minY := int32(10000)
maxX := int32(-10000)
maxY := int32(-10000)
for frameIdx := range dccLayer.Directions[v.direction].Frames {
minX = d2helper.MinInt32(minX, int32(dccLayer.Directions[v.direction].Frames[frameIdx].Box.Left))
minY = d2helper.MinInt32(minY, int32(dccLayer.Directions[v.direction].Frames[frameIdx].Box.Top))
maxX = d2helper.MaxInt32(maxX, int32(dccLayer.Directions[v.direction].Frames[frameIdx].Box.Right()))
maxY = d2helper.MaxInt32(maxY, int32(dccLayer.Directions[v.direction].Frames[frameIdx].Box.Bottom()))
}
}
v.offsetX = minX
v.offsetY = minY
actualWidth := maxX - minX
actualHeight := maxY - minY
if (actualWidth <= 0) || (actualHeight < 0) {
log.Printf("Animated entity created with an invalid size of (%d, %d)", actualWidth, actualHeight)
return
}
v.frames = make([]*ebiten.Image, v.framesToAnimate)
pixels := make([]byte, actualWidth*actualHeight*4)
for animationIdx := 0; animationIdx < v.framesToAnimate; animationIdx++ {
// This should be faster than allocating all the bytes all over again...
for i := 0; i < int(actualWidth*actualHeight); i++ {
pixels[(i*4)+3] = 0
v.layerCache[layerType].offsetX = minX
v.layerCache[layerType].offsetY = minY
actualWidth := maxX - minX
actualHeight := maxY - minY
if (actualWidth <= 0) || (actualHeight < 0) {
log.Printf("Animated entity created with an invalid size of (%d, %d)", actualWidth, actualHeight)
return
}
for cofLayerIdx := range v.Cof.CofLayers {
layerName := DccLayerNames[v.Cof.CofLayers[cofLayerIdx].Type]
dccLayer := v.dccLayers[layerName]
if !dccLayer.IsValid() {
continue
}
transparency := byte(255)
if v.Cof.CofLayers[cofLayerIdx].Transparent {
transparency := byte(255)
if v.Cof.CofLayers[cofLayerIdx].Transparent {
switch v.Cof.CofLayers[cofLayerIdx].DrawEffect {
//Lets pick whatever we have that's closest.
case d2enum.DrawEffectPctTransparency25:
transparency = byte(64)
case d2enum.DrawEffectPctTransparency50:
transparency = byte(128)
case d2enum.DrawEffectPctTransparency75:
transparency = byte(192)
case d2enum.DrawEffectModulate:
v.layerCache[layerType].compositeMode = ebiten.CompositeModeLighter
case d2enum.DrawEffectBurn:
// Flies in tal rasha's tomb use this
case d2enum.DrawEffectNormal:
}
}
pixels := make([]byte, actualWidth*actualHeight*4)
for animationIdx := 0; animationIdx < v.framesToAnimate; animationIdx++ {
for i := 0; i < int(actualWidth*actualHeight); i++ {
pixels[(i*4)+3] = 0
}
if animationIdx >= len(dccLayer.Directions[v.direction].Frames) {
log.Printf("Invalid animation index of %d for animated entity", animationIdx)
continue
}
frame := dccLayer.Directions[v.direction].Frames[animationIdx]
for y := 0; y < dccLayer.Directions[v.direction].Box.Height; y++ {
for x := 0; x < dccLayer.Directions[v.direction].Box.Width; x++ {
@ -268,76 +275,12 @@ func (v *AnimatedEntity) updateFrameCache() {
pixels[(actualX*4)+(actualY*int(actualWidth)*4)+3] = transparency
}
}
v.layerCache[layerType].frames[animationIdx], _ = ebiten.NewImage(int(actualWidth), int(actualHeight), ebiten.FilterNearest)
_ = v.layerCache[layerType].frames[animationIdx].ReplacePixels(pixels)
}
v.frames[animationIdx], _ = ebiten.NewImage(int(actualWidth), int(actualHeight), ebiten.FilterNearest)
_ = v.frames[animationIdx].ReplacePixels(pixels)
}
}
//func (v *AnimatedEntity) cacheFrames(layerName string) {
// dcc := v.dccLayers[layerName]
// v.currentFrame = 0
// animationData := d2data.AnimationData[strings.ToLower(v.token+v.animationMode+v.weaponClass)][0]
// v.animationSpeed = 1.0 / ((float64(animationData.AnimationSpeed) * 25.0) / 256.0)
// v.framesToAnimate = animationData.FramesPerDirection
// v.lastFrameTime = d2helper.Now()
// minX := int32(10000)
// minY := int32(10000)
// maxX := int32(-10000)
// maxY := int32(-10000)
// for _, layer := range dcc.Directions {
// minX = d2helper.MinInt32(minX, int32(layer.Box.Left))
// minY = d2helper.MinInt32(minY, int32(layer.Box.Top))
// maxX = d2helper.MaxInt32(maxX, int32(layer.Box.Right()))
// maxY = d2helper.MaxInt32(maxY, int32(layer.Box.Bottom()))
// }
// frameW := maxX - minX
// frameH := maxY - minY
// v.frames[layerName] = make([]*ebiten.Image, v.framesToAnimate)
// v.frameLocations[layerName] = make([]d2common.Rectangle, v.framesToAnimate)
// for frameIndex := range v.frames[layerName] {
// v.frames[layerName][frameIndex], _ = ebiten.NewImage(int(frameW), int(frameH), ebiten.FilterNearest)
// for layerIdx := 0; layerIdx < v.Cof.NumberOfLayers; layerIdx++ {
// transparency := byte(255)
// if v.Cof.CofLayers[layerIdx].Transparent {
// transparency = byte(128)
// }
//
// direction := dcc.Directions[v.direction]
// if frameIndex >= len(direction.Frames) {
// continue
// }
// frame := direction.Frames[frameIndex]
// img := image.NewRGBA(image.Rect(0, 0, int(frameW), int(frameH)))
// for y := 0; y < direction.Box.Height; y++ {
// for x := 0; x < direction.Box.Width; x++ {
// paletteIndex := frame.PixelData[x+(y*direction.Box.Width)]
//
// if paletteIndex == 0 {
// continue
// }
// color := d2datadict.Palettes[v.palette].Colors[paletteIndex]
// actualX := x + direction.Box.Left - int(minX)
// actualY := y + direction.Box.Top - int(minY)
// img.Pix[(actualX*4)+(actualY*int(frameW)*4)] = color.R
// img.Pix[(actualX*4)+(actualY*int(frameW)*4)+1] = color.G
// img.Pix[(actualX*4)+(actualY*int(frameW)*4)+2] = color.B
// img.Pix[(actualX*4)+(actualY*int(frameW)*4)+3] = transparency
// }
// }
// newImage, _ := ebiten.NewImageFromImage(img, ebiten.FilterNearest)
// img = nil
// v.frames[layerName][frameIndex] = newImage
// v.frameLocations[layerName][frameIndex] = d2common.Rectangle{
// Left: int(minX),
// Top: int(minY),
// Width: int(frameW),
// Height: int(frameH),
// }
// }
// }
//}
func (v AnimatedEntity) GetDirection() int {
return v.direction
}