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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-06-04 23:10:42 +00:00

Split up DCC/DC6 animation implementations, decode directions on demand (#548)

* Split DCC and decode direction on demand

* Clean up

* More cleanup

* Make dc6 animation it's own type

* Make base animation private

* Also decode DC6 directions on demand
This commit is contained in:
Ziemas 2020-07-07 02:13:06 +02:00 committed by GitHub
parent e473dc2cc5
commit 5212270c44
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
6 changed files with 347 additions and 222 deletions

View File

@ -15,12 +15,15 @@ type DCC struct {
Version int
NumberOfDirections int
FramesPerDirection int
Directions []*DCCDirection
directionOffsets []int
fileData []byte
}
// Load loads a DCC file.
func Load(fileData []byte) (*DCC, error) {
result := &DCC{}
result := &DCC{
fileData: fileData,
}
var bm = d2common.CreateBitMuncher(fileData, 0)
@ -40,18 +43,17 @@ func Load(fileData []byte) (*DCC, error) {
bm.GetInt32() // TotalSizeCoded
directionOffsets := make([]int, result.NumberOfDirections)
result.directionOffsets = make([]int, result.NumberOfDirections)
for i := 0; i < result.NumberOfDirections; i++ {
directionOffsets[i] = int(bm.GetInt32())
}
result.Directions = make([]*DCCDirection, result.NumberOfDirections)
for i := 0; i < result.NumberOfDirections; i++ {
result.Directions[i] = CreateDCCDirection(d2common.CreateBitMuncher(
fileData, directionOffsets[i]*directionOffsetMultiplier), result)
result.directionOffsets[i] = int(bm.GetInt32())
}
return result, nil
}
// DecodeDirection decodes and returns the given direction
func (dcc *DCC) DecodeDirection(direction int) *DCCDirection {
return CreateDCCDirection(d2common.CreateBitMuncher(dcc.fileData,
dcc.directionOffsets[direction]*directionOffsetMultiplier), dcc)
}

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@ -4,14 +4,12 @@ import (
"errors"
"image"
"image/color"
"math"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
d2iface "github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
"github.com/OpenDiablo2/OpenDiablo2/d2common"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2fileformats/d2dc6"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2fileformats/d2dcc"
)
@ -35,12 +33,13 @@ type animationFrame struct {
}
type animationDirection struct {
frames []*animationFrame
decoded bool
frames []*animationFrame
}
// Animation has directionality, play modes, and frame counting
type Animation struct {
directions []*animationDirection
// animation has directionality, play modes, and frame counting
type animation struct {
directions []animationDirection
colorMod color.Color
frameIndex int
directionIndex int
@ -56,179 +55,15 @@ type Animation struct {
hasSubLoop bool // runs after first animation ends
}
// CreateAnimationFromDCC creates an animation from d2dcc.DCC and d2dat.DATPalette
func CreateAnimationFromDCC(renderer d2iface.Renderer, dcc *d2dcc.DCC, palette d2iface.Palette,
transparency int) (d2iface.Animation, error) {
animation := &Animation{
playLength: defaultPlayLength,
playLoop: true,
}
for directionIndex, dccDirection := range dcc.Directions {
for _, dccFrame := range dccDirection.Frames {
minX, minY := math.MaxInt32, math.MaxInt32
maxX, maxY := math.MinInt32, math.MinInt32
for _, dccFrame := range dccDirection.Frames {
minX = d2common.MinInt(minX, dccFrame.Box.Left)
minY = d2common.MinInt(minY, dccFrame.Box.Top)
maxX = d2common.MaxInt(maxX, dccFrame.Box.Right())
maxY = d2common.MaxInt(maxY, dccFrame.Box.Bottom())
}
frameWidth := maxX - minX
frameHeight := maxY - minY
const bytesPerPixel = 4
pixels := make([]byte, frameWidth*frameHeight*bytesPerPixel)
for y := 0; y < frameHeight; y++ {
for x := 0; x < frameWidth; x++ {
paletteIndex := dccFrame.PixelData[y*frameWidth+x]
if paletteIndex == 0 {
continue
}
palColor := palette.GetColors()[paletteIndex]
offset := (x + y*frameWidth) * bytesPerPixel
pixels[offset] = palColor.R()
pixels[offset+1] = palColor.G()
pixels[offset+2] = palColor.B()
pixels[offset+3] = byte(transparency)
}
}
sfc, err := renderer.NewSurface(frameWidth, frameHeight, d2iface.FilterNearest)
if err != nil {
return nil, err
}
if err := sfc.ReplacePixels(pixels); err != nil {
return nil, err
}
if directionIndex >= len(animation.directions) {
animation.directions = append(animation.directions, new(animationDirection))
}
direction := animation.directions[directionIndex]
direction.frames = append(direction.frames, &animationFrame{
width: dccFrame.Width,
height: dccFrame.Height,
offsetX: minX,
offsetY: minY,
image: sfc,
})
}
}
return animation, nil
}
// CreateAnimationFromDC6 creates an Animation from d2dc6.DC6 and d2dat.DATPalette
func CreateAnimationFromDC6(renderer d2iface.Renderer, dc6 *d2dc6.DC6,
palette d2iface.Palette) (d2iface.Animation, error) {
animation := &Animation{
playLength: defaultPlayLength,
playLoop: true,
originAtBottom: true,
}
for frameIndex, dc6Frame := range dc6.Frames {
sfc, err := renderer.NewSurface(int(dc6Frame.Width), int(dc6Frame.Height),
d2iface.FilterNearest)
if err != nil {
return nil, err
}
indexData := make([]int, dc6Frame.Width*dc6Frame.Height)
for i := range indexData {
indexData[i] = -1
}
x := 0
y := int(dc6Frame.Height) - 1
offset := 0
for {
b := int(dc6Frame.FrameData[offset])
offset++
if b == 0x80 {
if y == 0 {
break
}
y--
x = 0
} else if b&0x80 > 0 {
transparentPixels := b & 0x7f
for i := 0; i < transparentPixels; i++ {
indexData[x+y*int(dc6Frame.Width)+i] = -1
}
x += transparentPixels
} else {
for i := 0; i < b; i++ {
indexData[x+y*int(dc6Frame.Width)+i] = int(dc6Frame.FrameData[offset])
offset++
}
x += b
}
}
bytesPerPixel := 4
colorData := make([]byte, int(dc6Frame.Width)*int(dc6Frame.Height)*bytesPerPixel)
for i := 0; i < int(dc6Frame.Width*dc6Frame.Height); i++ {
// TODO: Is this == -1 or < 1?
if indexData[i] < 1 {
continue
}
c := palette.GetColors()[indexData[i]]
colorData[i*bytesPerPixel] = c.R()
colorData[i*bytesPerPixel+1] = c.G()
colorData[i*bytesPerPixel+2] = c.B()
colorData[i*bytesPerPixel+3] = c.A()
}
if err := sfc.ReplacePixels(colorData); err != nil {
return nil, err
}
directionIndex := frameIndex / int(dc6.FramesPerDirection)
if directionIndex >= len(animation.directions) {
animation.directions = append(animation.directions, new(animationDirection))
}
direction := animation.directions[directionIndex]
direction.frames = append(direction.frames, &animationFrame{
width: int(dc6Frame.Width),
height: int(dc6Frame.Height),
offsetX: int(dc6Frame.OffsetX),
offsetY: int(dc6Frame.OffsetY),
image: sfc,
})
}
return animation, nil
}
// Clone creates a copy of the animation
func (a *Animation) Clone() d2iface.Animation {
animation := *a
return &animation
}
// SetSubLoop sets a sub loop for the animation
func (a *Animation) SetSubLoop(startFrame, endFrame int) {
func (a *animation) SetSubLoop(startFrame, endFrame int) {
a.subStartingFrame = startFrame
a.subEndingFrame = endFrame
a.hasSubLoop = true
}
// Advance advances the animation state
func (a *Animation) Advance(elapsed float64) error {
func (a *animation) Advance(elapsed float64) error {
if a.playMode == playModePause {
return nil
}
@ -278,7 +113,7 @@ func (a *Animation) Advance(elapsed float64) error {
}
// Render renders the animation to the given surface
func (a *Animation) Render(target d2iface.Surface) error {
func (a *animation) Render(target d2iface.Surface) error {
direction := a.directions[a.directionIndex]
frame := direction.frames[a.frameIndex]
@ -295,7 +130,7 @@ func (a *Animation) Render(target d2iface.Surface) error {
}
// RenderFromOrigin renders the animation from the animation origin
func (a *Animation) RenderFromOrigin(target d2iface.Surface) error {
func (a *animation) RenderFromOrigin(target d2iface.Surface) error {
if a.originAtBottom {
direction := a.directions[a.directionIndex]
frame := direction.frames[a.frameIndex]
@ -308,7 +143,7 @@ func (a *Animation) RenderFromOrigin(target d2iface.Surface) error {
}
// RenderSection renders the section of the animation frame enclosed by bounds
func (a *Animation) RenderSection(sfc d2iface.Surface, bound image.Rectangle) error {
func (a *animation) RenderSection(sfc d2iface.Surface, bound image.Rectangle) error {
direction := a.directions[a.directionIndex]
frame := direction.frames[a.frameIndex]
@ -322,7 +157,7 @@ func (a *Animation) RenderSection(sfc d2iface.Surface, bound image.Rectangle) er
}
// GetFrameSize gets the Size(width, height) of a indexed frame.
func (a *Animation) GetFrameSize(frameIndex int) (width, height int, err error) {
func (a *animation) GetFrameSize(frameIndex int) (width, height int, err error) {
direction := a.directions[a.directionIndex]
if frameIndex >= len(direction.frames) {
return 0, 0, errors.New("invalid frame index")
@ -334,13 +169,13 @@ func (a *Animation) GetFrameSize(frameIndex int) (width, height int, err error)
}
// GetCurrentFrameSize gets the Size(width, height) of the current frame.
func (a *Animation) GetCurrentFrameSize() (width, height int) {
func (a *animation) GetCurrentFrameSize() (width, height int) {
width, height, _ = a.GetFrameSize(a.frameIndex)
return width, height
}
// GetFrameBounds gets maximum Size(width, height) of all frame.
func (a *Animation) GetFrameBounds() (maxWidth, maxHeight int) {
func (a *animation) GetFrameBounds() (maxWidth, maxHeight int) {
maxWidth, maxHeight = 0, 0
direction := a.directions[a.directionIndex]
@ -353,33 +188,33 @@ func (a *Animation) GetFrameBounds() (maxWidth, maxHeight int) {
}
// GetCurrentFrame gets index of current frame in animation
func (a *Animation) GetCurrentFrame() int {
func (a *animation) GetCurrentFrame() int {
return a.frameIndex
}
// GetFrameCount gets number of frames in animation
func (a *Animation) GetFrameCount() int {
func (a *animation) GetFrameCount() int {
direction := a.directions[a.directionIndex]
return len(direction.frames)
}
// IsOnFirstFrame gets if the animation on its first frame
func (a *Animation) IsOnFirstFrame() bool {
func (a *animation) IsOnFirstFrame() bool {
return a.frameIndex == 0
}
// IsOnLastFrame gets if the animation on its last frame
func (a *Animation) IsOnLastFrame() bool {
func (a *animation) IsOnLastFrame() bool {
return a.frameIndex == a.GetFrameCount()-1
}
// GetDirectionCount gets the number of animation direction
func (a *Animation) GetDirectionCount() int {
func (a *animation) GetDirectionCount() int {
return len(a.directions)
}
// SetDirection places the animation in the direction of an animation
func (a *Animation) SetDirection(directionIndex int) error {
func (a *animation) SetDirection(directionIndex int) error {
const smallestInvalidDirectionIndex = 64
if directionIndex >= smallestInvalidDirectionIndex {
return errors.New("invalid direction index")
@ -392,12 +227,12 @@ func (a *Animation) SetDirection(directionIndex int) error {
}
// GetDirection get the current animation direction
func (a *Animation) GetDirection() int {
func (a *animation) GetDirection() int {
return a.directionIndex
}
// SetCurrentFrame sets animation at a specific frame
func (a *Animation) SetCurrentFrame(frameIndex int) error {
func (a *animation) SetCurrentFrame(frameIndex int) error {
if frameIndex >= a.GetFrameCount() {
return errors.New("invalid frame index")
}
@ -409,69 +244,69 @@ func (a *Animation) SetCurrentFrame(frameIndex int) error {
}
// Rewind animation to beginning
func (a *Animation) Rewind() {
func (a *animation) Rewind() {
_ = a.SetCurrentFrame(0)
}
// PlayForward plays animation forward
func (a *Animation) PlayForward() {
func (a *animation) PlayForward() {
a.playMode = playModeForward
a.lastFrameTime = 0
}
// PlayBackward plays animation backward
func (a *Animation) PlayBackward() {
func (a *animation) PlayBackward() {
a.playMode = playModeBackward
a.lastFrameTime = 0
}
// Pause animation
func (a *Animation) Pause() {
func (a *animation) Pause() {
a.playMode = playModePause
a.lastFrameTime = 0
}
// SetPlayLoop sets whether to loop the animation
func (a *Animation) SetPlayLoop(loop bool) {
func (a *animation) SetPlayLoop(loop bool) {
a.playLoop = loop
}
// SetPlaySpeed sets play speed of the animation
func (a *Animation) SetPlaySpeed(playSpeed float64) {
func (a *animation) SetPlaySpeed(playSpeed float64) {
a.SetPlayLength(playSpeed * float64(a.GetFrameCount()))
}
// SetPlayLength sets the Animation's play length in seconds
func (a *Animation) SetPlayLength(playLength float64) {
func (a *animation) SetPlayLength(playLength float64) {
// TODO refactor to use time.Duration instead of float64
a.playLength = playLength
a.lastFrameTime = 0
}
// SetPlayLengthMs sets the Animation's play length in milliseconds
func (a *Animation) SetPlayLengthMs(playLengthMs int) {
func (a *animation) SetPlayLengthMs(playLengthMs int) {
// TODO remove this method
const millisecondsPerSecond = 1000.0
a.SetPlayLength(float64(playLengthMs) / millisecondsPerSecond)
}
// SetColorMod sets the Animation's color mod
func (a *Animation) SetColorMod(colorMod color.Color) {
func (a *animation) SetColorMod(colorMod color.Color) {
a.colorMod = colorMod
}
// GetPlayedCount gets the number of times the application played
func (a *Animation) GetPlayedCount() int {
func (a *animation) GetPlayedCount() int {
return a.playedCount
}
// ResetPlayedCount resets the play count
func (a *Animation) ResetPlayedCount() {
func (a *animation) ResetPlayedCount() {
a.playedCount = 0
}
// SetBlend sets the Animation alpha blending status
func (a *Animation) SetBlend(blend bool) {
func (a *animation) SetBlend(blend bool) {
if blend {
a.compositeMode = d2enum.CompositeModeLighter
} else {

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@ -39,7 +39,7 @@ func (am *animationManager) LoadAnimation(
transparency int ) (d2interface.Animation, error) {
cachePath := fmt.Sprintf("%s;%s;%d", animationPath, palettePath, transparency)
if animation, found := am.cache.Retrieve(cachePath); found {
return animation.(*Animation).Clone(), nil
return animation.(d2interface.Animation).Clone(), nil
}
var animation d2interface.Animation
@ -47,32 +47,22 @@ func (am *animationManager) LoadAnimation(
ext := strings.ToLower(filepath.Ext(animationPath))
switch ext {
case ".dc6":
dc6, err := loadDC6(animationPath)
if err != nil {
return nil, err
}
palette, err := LoadPalette(palettePath)
if err != nil {
return nil, err
}
animation, err = CreateAnimationFromDC6(am.renderer, dc6, palette)
animation, err = CreateDC6Animation(am.renderer, animationPath, palette)
if err != nil {
return nil, err
}
case ".dcc":
dcc, err := loadDCC(animationPath)
if err != nil {
return nil, err
}
palette, err := LoadPalette(palettePath)
if err != nil {
return nil, err
}
animation, err = CreateAnimationFromDCC(am.renderer, dcc, palette, transparency)
animation, err = CreateDCCAnimation(am.renderer, animationPath, palette, transparency)
if err != nil {
return nil, err
}

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@ -3,6 +3,7 @@ package d2asset
import (
"errors"
"fmt"
"log"
"strings"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2data"
@ -249,6 +250,8 @@ func (c *Composite) createMode(animationMode, weaponClass string) (*compositeMod
transparency = 192
case d2enum.DrawEffectModulate:
blend = true
default:
log.Println("Unhandled DrawEffect ", cofLayer.DrawEffect, " requested for layer ", cofLayer.Type.String(), " of ", c.token)
}
}

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@ -0,0 +1,154 @@
package d2asset
import (
"errors"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2fileformats/d2dcc"
d2iface "github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
)
// DC6Animation is an animation made from a DC6 file
type DC6Animation struct {
animation
dc6Path string
palette d2iface.Palette
renderer d2iface.Renderer
}
// CreateDC6Animation creates an Animation from d2dc6.DC6 and d2dat.DATPalette
func CreateDC6Animation(renderer d2iface.Renderer, dc6Path string,
palette d2iface.Palette) (d2iface.Animation, error) {
dc6, err := loadDC6(dc6Path)
if err != nil {
return nil, err
}
animation := animation{
directions: make([]animationDirection, dc6.Directions),
playLength: defaultPlayLength,
playLoop: true,
originAtBottom: true,
}
anim := DC6Animation{
animation: animation,
dc6Path: dc6Path,
palette: palette,
renderer: renderer,
}
err = anim.SetDirection(0)
return &anim, err
}
// SetDirection decodes and sets the direction
func (a *DC6Animation) SetDirection(directionIndex int) error {
const smallestInvalidDirectionIndex = 64
if directionIndex >= smallestInvalidDirectionIndex {
return errors.New("invalid direction index")
}
direction := d2dcc.Dir64ToDcc(directionIndex, len(a.directions))
if !a.directions[direction].decoded {
err := a.decodeDirection(direction)
if err != nil {
return err
}
}
a.directionIndex = direction
a.frameIndex = 0
return nil
}
func (a *DC6Animation) decodeDirection(directionIndex int) error {
dc6, err := loadDC6(a.dc6Path)
if err != nil {
return err
}
startFrame := directionIndex * int(dc6.FramesPerDirection)
for i := 0; i < int(dc6.FramesPerDirection); i++ {
dc6Frame := dc6.Frames[startFrame+i]
sfc, err := a.renderer.NewSurface(int(dc6Frame.Width), int(dc6Frame.Height),
d2iface.FilterNearest)
if err != nil {
return err
}
indexData := make([]int, dc6Frame.Width*dc6Frame.Height)
for i := range indexData {
indexData[i] = -1
}
x := 0
y := int(dc6Frame.Height) - 1
offset := 0
for {
b := int(dc6Frame.FrameData[offset])
offset++
if b == 0x80 {
if y == 0 {
break
}
y--
x = 0
} else if b&0x80 > 0 {
transparentPixels := b & 0x7f
for i := 0; i < transparentPixels; i++ {
indexData[x+y*int(dc6Frame.Width)+i] = -1
}
x += transparentPixels
} else {
for i := 0; i < b; i++ {
indexData[x+y*int(dc6Frame.Width)+i] = int(dc6Frame.FrameData[offset])
offset++
}
x += b
}
}
bytesPerPixel := 4
colorData := make([]byte, int(dc6Frame.Width)*int(dc6Frame.Height)*bytesPerPixel)
for i := 0; i < int(dc6Frame.Width*dc6Frame.Height); i++ {
// TODO: Is this == -1 or < 1?
if indexData[i] < 1 {
continue
}
c := a.palette.GetColors()[indexData[i]]
colorData[i*bytesPerPixel] = c.R()
colorData[i*bytesPerPixel+1] = c.G()
colorData[i*bytesPerPixel+2] = c.B()
colorData[i*bytesPerPixel+3] = c.A()
}
if err := sfc.ReplacePixels(colorData); err != nil {
return err
}
a.directions[directionIndex].decoded = true
a.directions[directionIndex].frames = append(a.directions[directionIndex].frames, &animationFrame{
width: int(dc6Frame.Width),
height: int(dc6Frame.Height),
offsetX: int(dc6Frame.OffsetX),
offsetY: int(dc6Frame.OffsetY),
image: sfc,
})
}
return nil
}
// Clone creates a copy of the animation
func (a *DC6Animation) Clone() d2iface.Animation {
animation := *a
return &animation
}

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@ -0,0 +1,141 @@
package d2asset
import (
"errors"
"math"
"github.com/OpenDiablo2/OpenDiablo2/d2common"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2fileformats/d2dcc"
d2iface "github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
)
// DCCAnimation represens an animation decoded from DCC
type DCCAnimation struct {
animation
dccPath string
transparency int
palette d2iface.Palette
renderer d2iface.Renderer
}
// CreateAnimationFromDCC creates an animation from d2dcc.DCC and d2dat.DATPalette
func CreateDCCAnimation(renderer d2iface.Renderer, dccPath string, palette d2iface.Palette,
transparency int) (d2iface.Animation, error) {
dcc, err := loadDCC(dccPath)
if err != nil {
return nil, err
}
anim := animation{
playLength: defaultPlayLength,
playLoop: true,
directions: make([]animationDirection, dcc.NumberOfDirections),
}
DCC := DCCAnimation{
animation: anim,
dccPath: dccPath,
palette: palette,
renderer: renderer,
transparency: transparency,
}
err = DCC.SetDirection(0)
if err != nil {
return nil, err
}
return &DCC, nil
}
// Clone creates a copy of the animation
func (a *DCCAnimation) Clone() d2iface.Animation {
animation := *a
return &animation
}
// SetDirection places the animation in the direction of an animation
func (a *DCCAnimation) SetDirection(directionIndex int) error {
const smallestInvalidDirectionIndex = 64
if directionIndex >= smallestInvalidDirectionIndex {
return errors.New("invalid direction index")
}
direction := d2dcc.Dir64ToDcc(directionIndex, len(a.directions))
if !a.directions[direction].decoded {
err := a.decodeDirection(direction)
if err != nil {
return err
}
}
a.directionIndex = direction
a.frameIndex = 0
return nil
}
func (a *DCCAnimation) decodeDirection(directionIndex int) error {
dcc, err := loadDCC(a.dccPath)
if err != nil {
return err
}
direction := dcc.DecodeDirection(directionIndex)
minX, minY := math.MaxInt32, math.MaxInt32
maxX, maxY := math.MinInt32, math.MinInt32
for _, dccFrame := range direction.Frames {
minX = d2common.MinInt(minX, dccFrame.Box.Left)
minY = d2common.MinInt(minY, dccFrame.Box.Top)
maxX = d2common.MaxInt(maxX, dccFrame.Box.Right())
maxY = d2common.MaxInt(maxY, dccFrame.Box.Bottom())
}
for _, dccFrame := range direction.Frames {
frameWidth := maxX - minX
frameHeight := maxY - minY
const bytesPerPixel = 4
pixels := make([]byte, frameWidth*frameHeight*bytesPerPixel)
for y := 0; y < frameHeight; y++ {
for x := 0; x < frameWidth; x++ {
paletteIndex := dccFrame.PixelData[y*frameWidth+x]
if paletteIndex == 0 {
continue
}
palColor := a.palette.GetColors()[paletteIndex]
offset := (x + y*frameWidth) * bytesPerPixel
pixels[offset] = palColor.R()
pixels[offset+1] = palColor.G()
pixels[offset+2] = palColor.B()
pixels[offset+3] = byte(a.transparency)
}
}
sfc, err := a.renderer.NewSurface(frameWidth, frameHeight, d2iface.FilterNearest)
if err != nil {
return err
}
if err := sfc.ReplacePixels(pixels); err != nil {
return err
}
a.directions[directionIndex].decoded = true
a.directions[directionIndex].frames = append(a.directions[directionIndex].frames, &animationFrame{
width: dccFrame.Width,
height: dccFrame.Height,
offsetX: minX,
offsetY: minY,
image: sfc,
})
}
return nil
}