package d2maprenderer import ( "errors" "image/color" "log" "math" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2math/d2vector" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2fileformats/d2ds1" "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" ) // MapRenderer manages the game viewport and Camera. It requests tile and entity data from MapEngine and renders it. type MapRenderer struct { renderer d2interface.Renderer // Used for drawing operations 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 imageCacheRecords map[uint32]d2interface.Surface mapDebugVisLevel int // Map debug visibility index (0=none, 1=tiles, 2=sub-tiles) entityDebugVisLevel int // Entity Debug visibility index (0=none, 1=vectors) lastFrameTime float64 // The last time the map was rendered currentFrame int // Current render frame (for animations) } // 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 { result := &MapRenderer{ renderer: renderer, 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) term.BindAction("mapdebugvis", "set map debug visualization level", func(level int) { result.mapDebugVisLevel = level }) term.BindAction("entitydebugvis", "set entity debug visualization level", func(level int) { result.entityDebugVisLevel = level }) if mapEngine.LevelType().ID != 0 { result.generateTileCache() } return result } // RegenerateTileCache calls MapRenderer.generateTileCache(). func (mr *MapRenderer) RegenerateTileCache() { mr.generateTileCache() } // SetMapEngine sets the MapEngine this renderer is rendering. 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) mr.renderPass2(target, startX, startY, endX, endY) if mr.mapDebugVisLevel > 0 { mr.renderMapDebug(mr.mapDebugVisLevel, target, startX, startY, endX, endY) } mr.renderPass3(target, startX, startY, endX, endY) mr.renderPass4(target, startX, startY, endX, endY) if mr.entityDebugVisLevel > 0 { mr.renderEntityDebug(target) } } // 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) } // 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) } // ScreenToWorld returns the world position for the given screen (pixel) position. 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. 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. 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++ { tile := mr.mapEngine.TileAt(tileX, tileY) mr.viewport.PushTranslationWorld(float64(tileX), float64(tileY)) mr.renderTilePass1(tile, target) mr.viewport.PopTranslation() } } } // 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() { pos := mapEntity.GetPosition() vec := pos.World() entityX, entityY := vec.X(), vec.Y() if mapEntity.GetLayer() != 1 { continue } 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++ { 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() { pos := mapEntity.GetPosition() vec := pos.World() entityX, entityY := vec.X(), vec.Y() if mapEntity.GetLayer() == 1 { continue } if (int(entityX) != tileX) || (int(entityY) != tileY) { continue } target.PushTranslation(mr.viewport.GetTranslationScreen()) mapEntity.Render(target) target.Pop() } mr.viewport.PopTranslation() } } } // 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++ { tile := mr.mapEngine.TileAt(tileX, tileY) mr.viewport.PushTranslationWorld(float64(tileX), float64(tileY)) mr.renderTilePass3(tile, target) mr.viewport.PopTranslation() } } } func (mr *MapRenderer) renderTilePass1(tile *d2mapengine.MapTile, target d2interface.Surface) { for _, wall := range tile.Components.Walls { if !wall.Hidden && wall.Prop1 != 0 && wall.Type.LowerWall() { mr.renderWall(wall, mr.viewport, target) } } for _, floor := range tile.Components.Floors { if !floor.Hidden && floor.Prop1 != 0 { mr.renderFloor(floor, target) } } for _, shadow := range tile.Components.Shadows { if !shadow.Hidden && shadow.Prop1 != 0 { mr.renderShadow(shadow, target) } } } func (mr *MapRenderer) renderTilePass2(tile *d2mapengine.MapTile, target d2interface.Surface) { for _, wall := range tile.Components.Walls { if !wall.Hidden && wall.Type.UpperWall() { mr.renderWall(wall, mr.viewport, target) } } } func (mr *MapRenderer) renderTilePass3(tile *d2mapengine.MapTile, target d2interface.Surface) { for _, wall := range tile.Components.Walls { if wall.Type == d2enum.TileRoof { mr.renderWall(wall, mr.viewport, target) } } } func (mr *MapRenderer) renderFloor(tile d2ds1.FloorShadowRecord, target d2interface.Surface) { var img d2interface.Surface 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)) } 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) { 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)) defer viewport.PopTranslation() target.PushTranslation(viewport.GetTranslationScreen()) defer target.Pop() target.Render(img) } func (mr *MapRenderer) renderShadow(tile d2ds1.FloorShadowRecord, target d2interface.Surface) { 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}) defer target.PopN(2) target.Render(img) } func (mr *MapRenderer) renderMapDebug(mapDebugVisLevel 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, mapDebugVisLevel, target) mr.viewport.PopTranslation() } } } func (mr *MapRenderer) renderEntityDebug(target d2interface.Surface) { entities := *mr.mapEngine.Entities() for idx := range entities { e := entities[idx] pos := e.GetPosition() world := pos x, y := world.X()/5, world.Y()/5 velocity := e.GetVelocity() velocity = velocity.Clone() // velocity.Scale(60) // arbitrary scale value, just to make it easy to see vx, vy := mr.viewport.WorldToOrtho(velocity.X(), velocity.Y()) screenX, screenY := mr.viewport.WorldToScreen(x, y) offX, offY := 40, -40 mr.viewport.PushTranslationWorld(x, y) target.PushTranslation(screenX, screenY) target.DrawLine(offX, offY, color.RGBA{255, 255, 255, 128}) target.PushTranslation(offX+10, offY-20) target.PushTranslation(-10, -10) target.DrawRect(200, 50, color.RGBA{0, 0, 0, 64}) target.Pop() target.DrawTextf("World (%.2f, %.2f)\nVelocity (%.2f, %.2f)", x, y, vx, vy) target.Pop() target.DrawLine(int(vx), int(vy), color.RGBA{64, 255, 0, 255}) target.Pop() mr.viewport.PopTranslation() } } // 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) { 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) 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.Components.Walls { if wall.Type.Special() { target.PushTranslation(-20, 10+(i+1)*14) target.DrawTextf("s: %v-%v", wall.Style, wall.Sequence) target.Pop() } } for yy := 0; yy < 5; yy++ { for xx := 0; xx < 5; xx++ { isoX := (xx - yy) * 16 isoY := (xx + yy) * 8 blocked := tile.GetSubTileFlags(xx, yy).BlockWalk if blocked { 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. 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) } func loadPaletteForAct(levelType d2enum.RegionIdType) (d2interface.Palette, error) { var palettePath string 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) } // InvalidateImageCache the global region image cache. Call this when you are changing regions. func (mr *MapRenderer) InvalidateImageCache() { mr.imageCacheRecords = nil } func (mr *MapRenderer) getImageCacheRecord(style, sequence byte, tileType d2enum.TileType, randomIndex byte) d2interface.Surface { lookupIndex := uint32(style)<<24 | uint32(sequence)<<16 | uint32(tileType)<<8 | uint32(randomIndex) return mr.imageCacheRecords[lookupIndex] } func (mr *MapRenderer) setImageCacheRecord(style, sequence byte, tileType d2enum.TileType, randomIndex byte, image d2interface.Surface) { lookupIndex := uint32(style)<<24 | uint32(sequence)<<16 | uint32(tileType)<<8 | uint32(randomIndex) if mr.imageCacheRecords == nil { mr.imageCacheRecords = make(map[uint32]d2interface.Surface) } mr.imageCacheRecords[lookupIndex] = image }