mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-10-02 08:05:57 -04:00
257 lines
8.4 KiB
C#
257 lines
8.4 KiB
C#
using System;
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using System.Drawing;
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using System.Linq;
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using System.Runtime.InteropServices;
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using OpenDiablo2.Common.Enums;
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using OpenDiablo2.Common.Interfaces;
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using OpenDiablo2.Common.Models;
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using SDL2;
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namespace OpenDiablo2.SDL2_
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{
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internal sealed class SDL2Sprite : ISprite
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{
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static readonly log4net.ILog log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
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internal readonly ImageSet source;
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private readonly IntPtr renderer;
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internal IntPtr texture = IntPtr.Zero;
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public Point Location { get; set; } = new Point();
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public Size FrameSize { get; set; } = new Size();
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private Point mapTileOffset = new Point();
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private bool darken;
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public bool Darken
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{
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get => darken;
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set
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{
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if (darken == value)
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return;
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darken = value;
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LoadFrame(frame);
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}
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}
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private int frame = -1;
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public int Frame
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{
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get => frame;
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set
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{
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if (frame == value && texture != IntPtr.Zero)
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return;
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frame = Math.Max(0, Math.Min(value, TotalFrames));
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LoadFrame(frame);
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}
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}
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public int TotalFrames { get; internal set; }
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private bool blend = false;
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public bool Blend
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{
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get => blend;
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set
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{
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blend = value;
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SDL.SDL_SetTextureBlendMode(texture, blend ? SDL.SDL_BlendMode.SDL_BLENDMODE_ADD : SDL.SDL_BlendMode.SDL_BLENDMODE_BLEND);
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}
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}
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private Palette palette;
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public Palette CurrentPalette
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{
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get => palette;
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set
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{
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palette = value;
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UpdateTextureData();
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}
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}
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public SDL2Sprite(ImageSet source, IntPtr renderer)
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{
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this.source = source;
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this.renderer = renderer;
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TotalFrames = source.Frames.Count();
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FrameSize = new Size(Pow2((int)source.Frames.Max(x => x.Width)), Pow2((int)source.Frames.Max(x => x.Height)));
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}
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private int[] idxtable = new int[] { 20, 21, 22, 23, 24, 15, 16, 17, 18, 19, 10, 11, 12, 13, 14, 5, 6, 7, 8, 9, 0, 1, 2, 3, 4 };
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public unsafe SDL2Sprite(IntPtr renderer, Palette palette, MPQDS1 mapData, int x, int y, eRenderCellType cellType)
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{
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this.renderer = renderer;
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// TODO: Cell types
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// Floor cell types
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// Todo: multiple floor layers
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var floorLayer = mapData.FloorLayers.First();
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var floor = floorLayer.Props[x + (y * mapData.Width)];
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if (floor.Prop1 == 0)
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{
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texture = IntPtr.Zero;
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return;
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}
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var sub_index = floor.Prop2;
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var main_index = (floor.Prop3 >> 4) + ((floor.Prop4 & 0x03) << 4);
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MPQDT1Tile tile = null;
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for (int i = 0; i < mapData.DT1s.Count(); i++)
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{
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if (mapData.DT1s[i] == null)
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continue;
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tile = mapData.DT1s[i].Tiles.FirstOrDefault(z => z.MainIndex == main_index && z.SubIndex == sub_index);
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if (tile != null)
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break;
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}
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if (tile == null)
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throw new ApplicationException("Could not locate tile!");
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//FrameSize = new Size(tile.Width, Math.Abs(tile.Height));
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TotalFrames = 1;
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frame = 0;
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IntPtr pixels;
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int pitch;
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var maxX = tile.Blocks.Max(z => z.PositionX + 32);
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var maxY = tile.Blocks.Max(z => z.PositionY + 32);
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var minX = tile.Blocks.Min(z => z.PositionX);
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var minY = tile.Blocks.Min(z => z.PositionY);
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FrameSize = new Size(Pow2(maxX - minX), Pow2(maxY - minY));
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var yDiff = Math.Abs(minY);
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var xDiff = Math.Abs(maxY);
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mapTileOffset = new Point(minX, minY);
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texture = SDL.SDL_CreateTexture(renderer, SDL.SDL_PIXELFORMAT_ARGB8888, (int)SDL.SDL_TextureAccess.SDL_TEXTUREACCESS_STREAMING, FrameSize.Width, FrameSize.Height);
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SDL.SDL_SetTextureBlendMode(texture, SDL.SDL_BlendMode.SDL_BLENDMODE_BLEND);
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if (texture == IntPtr.Zero)
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throw new ApplicationException($"Unaple to initialize texture: {SDL.SDL_GetError()}");
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SDL.SDL_LockTexture(texture, IntPtr.Zero, out pixels, out pitch);
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try
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{
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UInt32* data = (UInt32*)pixels;
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for (var i = 0; i < FrameSize.Width * FrameSize.Height; i++)
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data[i] = 0x0;
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foreach(var block in tile.Blocks)
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{
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var px = block.PositionX + xDiff;
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var py = block.PositionY + yDiff;
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//var px = 0;
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//var py = 0;
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for (int yy = 0; yy < 32; yy++)
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{
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for (int xx = 0; xx < 32; xx++)
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{
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var index = px + xx + ((py + yy) * (pitch / 4));
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if (index > (FrameSize.Width * FrameSize.Height))
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continue;
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if (index < 0)
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continue;
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var color = palette.Colors[block.PixelData[xx + (yy * 32)]];
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if ((color & 0xFFFFFF) > 0)
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data[index] = color;
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}
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}
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}
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}
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finally
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{
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SDL.SDL_UnlockTexture(texture);
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}
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}
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internal Point GetRenderPoint()
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{
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return source == null
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? new Point(Location.X + mapTileOffset.X, (Location.Y - FrameSize.Height) + mapTileOffset.Y)
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: new Point(Location.X + source.Frames[Frame].OffsetX, (Location.Y - FrameSize.Height) + source.Frames[Frame].OffsetY);
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}
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public Size LocalFrameSize => new Size((int)source.Frames[Frame].Width, (int)source.Frames[Frame].Height);
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private void UpdateTextureData()
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{
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if (texture == IntPtr.Zero)
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{
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texture = SDL.SDL_CreateTexture(renderer, SDL.SDL_PIXELFORMAT_ARGB8888, (int)SDL.SDL_TextureAccess.SDL_TEXTUREACCESS_STREAMING, Pow2(FrameSize.Width), Pow2(FrameSize.Height));
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if (texture == IntPtr.Zero)
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throw new ApplicationException("Unaple to initialize texture.");
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Frame = 0;
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}
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}
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private unsafe void LoadFrame(int index)
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{
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var frame = source.Frames[index];
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IntPtr pixels;
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int pitch;
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var fullRect = new SDL.SDL_Rect { x = 0, y = 0, w = FrameSize.Width, h = FrameSize.Height };
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SDL.SDL_SetTextureBlendMode(texture, blend ? SDL.SDL_BlendMode.SDL_BLENDMODE_ADD : SDL.SDL_BlendMode.SDL_BLENDMODE_BLEND);
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SDL.SDL_LockTexture(texture, IntPtr.Zero, out pixels, out pitch);
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try
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{
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UInt32* data = (UInt32*)pixels;
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var frameOffset = FrameSize.Height - frame.Height;
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for (var y = 0; y < FrameSize.Height; y++)
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{
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for (int x = 0; x < FrameSize.Width; x++)
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{
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if ((x >= frame.Width) || (y < frameOffset))
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{
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data[x + (y * (pitch / 4))] = 0;
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continue;
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}
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var color = frame.GetColor(x, (int)(y - frameOffset), CurrentPalette);
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if (darken)
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color = ((color & 0xFF000000) > 0) ? (color >> 1) & 0xFF7F7F7F | 0xFF000000 : 0;
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data[x + (y * (pitch / 4))] = color;
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}
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}
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}
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finally
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{
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SDL.SDL_UnlockTexture(texture);
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}
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}
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private int Pow2(int val)
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{
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int result = 1;
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while (result < val)
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result *= 2;
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return result;
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}
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public void Dispose()
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{
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SDL.SDL_DestroyTexture(texture);
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}
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}
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}
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