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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-06-20 14:15:23 +00:00

Frame atlas for DCC directions (#255)

Combine the animation frames of the current DCC direction into one
image.
This commit is contained in:
Ziemas 2019-12-18 00:23:21 +01:00 committed by Tim Sarbin
parent cc678ba747
commit 21cead11b9

View File

@ -2,6 +2,7 @@ package d2render
import (
"fmt"
"image"
"log"
"math"
"math/rand"
@ -20,7 +21,9 @@ import (
var DccLayerNames = []string{"HD", "TR", "LG", "RA", "LA", "RH", "LH", "SH", "S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8"}
type LayerCacheEntry struct {
frames []*ebiten.Image
frameSheet *ebiten.Image
frameWidth int
frameHeight int
compositeMode ebiten.CompositeMode
offsetX, offsetY int32
}
@ -45,14 +48,13 @@ type AnimatedEntity struct {
direction int
currentFrame int
offsetX, offsetY int32
//frameLocations []d2common.Rectangle
object *d2datadict.ObjectLookupRecord
layerCache []LayerCacheEntry
drawOrder [][]d2enum.CompositeType
TargetX float64
TargetY float64
action int32
repetitions int32
object *d2datadict.ObjectLookupRecord
layerCache []LayerCacheEntry
drawOrder [][]d2enum.CompositeType
TargetX float64
TargetY float64
action int32
repetitions int32
}
// CreateAnimatedEntity creates an instance of AnimatedEntity
@ -64,7 +66,6 @@ func CreateAnimatedEntity(x, y int32, object *d2datadict.ObjectLookupRecord, fil
object: object,
palette: palette,
layerCache: make([]LayerCacheEntry, d2enum.CompositeTypeMax),
//frameLocations: []d2common.Rectangle{},
}
result.dccLayers = make(map[string]d2dcc.DCC)
result.LocationX = float64(x)
@ -184,15 +185,18 @@ func (v *AnimatedEntity) Render(target *ebiten.Image, offsetX, offsetY int) {
return
}
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 {
if v.currentFrame < 0 || v.layerCache[layerIdx].frameSheet == nil || v.currentFrame >= v.framesToAnimate {
continue
}
opts := &ebiten.DrawImageOptions{}
layer := v.layerCache[layerIdx]
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 {
xOffset := layer.frameWidth * v.currentFrame
sheetIndex := image.Rect(xOffset, 0, xOffset+layer.frameWidth, layer.frameHeight)
if err := target.DrawImage(layer.frameSheet.SubImage(sheetIndex).(*ebiten.Image), opts); err != nil {
log.Panic(err.Error())
}
}
@ -239,7 +243,6 @@ func (v *AnimatedEntity) updateFrameCache(resetAnimation bool) {
if !dccLayer.IsValid() {
continue
}
v.layerCache[layerType].frames = make([]*ebiten.Image, v.framesToAnimate)
minX := int32(10000)
minY := int32(10000)
@ -280,16 +283,15 @@ func (v *AnimatedEntity) updateFrameCache(resetAnimation bool) {
}
}
pixels := make([]byte, actualWidth*actualHeight*4)
pixels := make([]byte, int32(v.framesToAnimate)*(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[dccDirection].Frames) {
log.Printf("Invalid animation index of %d for animated entity", animationIdx)
continue
}
sheetOffset := int(actualWidth) * animationIdx
combinedWidth := int(actualWidth) * v.framesToAnimate
frame := dccLayer.Directions[dccDirection].Frames[animationIdx]
for y := 0; y < dccLayer.Directions[dccDirection].Box.Height; y++ {
@ -301,15 +303,18 @@ func (v *AnimatedEntity) updateFrameCache(resetAnimation bool) {
color := d2datadict.Palettes[v.palette].Colors[paletteIndex]
actualX := (x + dccLayer.Directions[dccDirection].Box.Left) - int(minX)
actualY := (y + dccLayer.Directions[dccDirection].Box.Top) - int(minY)
pixels[(actualX*4)+(actualY*int(actualWidth)*4)] = color.R
pixels[(actualX*4)+(actualY*int(actualWidth)*4)+1] = color.G
pixels[(actualX*4)+(actualY*int(actualWidth)*4)+2] = color.B
pixels[(actualX*4)+(actualY*int(actualWidth)*4)+3] = transparency
idx := (sheetOffset + actualX + ((actualY) * combinedWidth)) * 4
pixels[idx] = color.R
pixels[idx+1] = color.G
pixels[idx+2] = color.B
pixels[idx+3] = transparency
}
}
v.layerCache[layerType].frames[animationIdx], _ = ebiten.NewImage(int(actualWidth), int(actualHeight), ebiten.FilterNearest)
_ = v.layerCache[layerType].frames[animationIdx].ReplacePixels(pixels)
}
v.layerCache[layerType].frameSheet, _ = ebiten.NewImage(int(actualWidth)*v.framesToAnimate, int(actualHeight), ebiten.FilterNearest)
_ = v.layerCache[layerType].frameSheet.ReplacePixels(pixels)
v.layerCache[layerType].frameWidth = int(actualWidth)
v.layerCache[layerType].frameHeight = int(actualHeight)
}
}