OpenDiablo2/d2render/Sprite.go

315 lines
9.4 KiB
Go

package d2render
import (
"encoding/binary"
"image"
"image/color"
"sync"
"time"
"github.com/OpenDiablo2/OpenDiablo2/d2helper"
"github.com/OpenDiablo2/OpenDiablo2/d2data/datadict"
"github.com/hajimehoshi/ebiten"
)
// Sprite represents a type of object in D2 that is comprised of one or more frames and directions
type Sprite struct {
Directions uint32
FramesPerDirection uint32
atlas *ebiten.Image
atlasBytes []byte
Frames []*SpriteFrame
SpecialFrameTime int
StopOnLastFrame bool
X, Y int
Frame, Direction uint8
Blend bool
LastFrameTime time.Time
Animate bool
ColorMod color.Color
visible bool
}
// SpriteFrame represents a single frame of a sprite
type SpriteFrame struct {
Flip uint32
Width uint32
Height uint32
OffsetX int32
OffsetY int32
Unknown uint32
NextBlock uint32
Length uint32
ImageData []int16
FrameData []byte
Image *ebiten.Image
cached bool
}
// CreateSprite creates an instance of a sprite
func CreateSprite(data []byte, palette datadict.PaletteRec) *Sprite {
result := &Sprite{
X: 50,
Y: 50,
Frame: 0,
Direction: 0,
Blend: false,
ColorMod: nil,
Directions: binary.LittleEndian.Uint32(data[16:20]),
FramesPerDirection: binary.LittleEndian.Uint32(data[20:24]),
Animate: false,
LastFrameTime: time.Now(),
SpecialFrameTime: -1,
StopOnLastFrame: false,
}
dataPointer := uint32(24)
totalFrames := result.Directions * result.FramesPerDirection
framePointers := make([]uint32, totalFrames)
for i := uint32(0); i < totalFrames; i++ {
framePointers[i] = binary.LittleEndian.Uint32(data[dataPointer : dataPointer+4])
dataPointer += 4
}
result.Frames = make([]*SpriteFrame, totalFrames)
wg := sync.WaitGroup{}
wg.Add(int(totalFrames))
for i := uint32(0); i < totalFrames; i++ {
go func(i uint32) {
defer wg.Done()
dataPointer := framePointers[i]
result.Frames[i] = &SpriteFrame{}
result.Frames[i].Flip = binary.LittleEndian.Uint32(data[dataPointer : dataPointer+4])
dataPointer += 4
result.Frames[i].Width = binary.LittleEndian.Uint32(data[dataPointer : dataPointer+4])
dataPointer += 4
result.Frames[i].Height = binary.LittleEndian.Uint32(data[dataPointer : dataPointer+4])
dataPointer += 4
result.Frames[i].OffsetX = d2helper.BytesToInt32(data[dataPointer : dataPointer+4])
dataPointer += 4
result.Frames[i].OffsetY = d2helper.BytesToInt32(data[dataPointer : dataPointer+4])
dataPointer += 4
result.Frames[i].Unknown = binary.LittleEndian.Uint32(data[dataPointer : dataPointer+4])
dataPointer += 4
result.Frames[i].NextBlock = binary.LittleEndian.Uint32(data[dataPointer : dataPointer+4])
dataPointer += 4
result.Frames[i].Length = binary.LittleEndian.Uint32(data[dataPointer : dataPointer+4])
dataPointer += 4
result.Frames[i].ImageData = make([]int16, result.Frames[i].Width*result.Frames[i].Height)
for fi := range result.Frames[i].ImageData {
result.Frames[i].ImageData[fi] = -1
}
x := uint32(0)
y := result.Frames[i].Height - 1
for true {
b := data[dataPointer]
dataPointer++
if b == 0x80 {
if y == 0 {
break
}
y--
x = 0
} else if (b & 0x80) > 0 {
transparentPixels := b & 0x7F
for ti := byte(0); ti < transparentPixels; ti++ {
result.Frames[i].ImageData[x+(y*result.Frames[i].Width)+uint32(ti)] = -1
}
x += uint32(transparentPixels)
} else {
for bi := 0; bi < int(b); bi++ {
result.Frames[i].ImageData[x+(y*result.Frames[i].Width)+uint32(bi)] = int16(data[dataPointer])
dataPointer++
}
x += uint32(b)
}
}
result.Frames[i].FrameData = make([]byte, result.Frames[i].Width*result.Frames[i].Height*4)
for ii := uint32(0); ii < result.Frames[i].Width*result.Frames[i].Height; ii++ {
if result.Frames[i].ImageData[ii] < 1 { // TODO: Is this == -1 or < 1?
continue
}
result.Frames[i].FrameData[ii*4] = palette.Colors[result.Frames[i].ImageData[ii]].R
result.Frames[i].FrameData[(ii*4)+1] = palette.Colors[result.Frames[i].ImageData[ii]].G
result.Frames[i].FrameData[(ii*4)+2] = palette.Colors[result.Frames[i].ImageData[ii]].B
result.Frames[i].FrameData[(ii*4)+3] = 0xFF
}
//newImage, _ := ebiten.NewImageFromImage(img, ebiten.FilterNearest)
//result.Frames[i].Image = newImage
//img = nil
}(i)
}
wg.Wait()
totalWidth := 0
totalHeight := 0
frame := 0
for d := 0; d < int(result.Directions); d++ {
curMaxWidth := 0
for f := 0; f < int(result.FramesPerDirection); f++ {
curMaxWidth = int(d2helper.Max(uint32(curMaxWidth), result.Frames[frame].Width))
totalHeight += int(result.Frames[frame].Height)
frame++
}
totalWidth += curMaxWidth
}
result.atlas, _ = ebiten.NewImage(totalWidth, totalHeight, ebiten.FilterNearest)
result.atlasBytes = make([]byte, totalWidth*totalHeight*4)
frame = 0
curX := 0
curY := 0
for d := 0; d < int(result.Directions); d++ {
curMaxWidth := 0
for f := 0; f < int(result.FramesPerDirection); f++ {
curMaxWidth = int(d2helper.Max(uint32(curMaxWidth), result.Frames[frame].Width))
result.Frames[frame].Image = result.atlas.SubImage(image.Rect(curX, curY, curX+int(result.Frames[frame].Width), curY+int(result.Frames[frame].Height))).(*ebiten.Image)
curY += int(result.Frames[frame].Height)
frame++
}
curX += curMaxWidth
curY = 0
}
return result
}
func (v *Sprite) cacheFrame(frame int) {
if v.Frames[frame].cached {
return
}
r := v.Frames[frame].Image.Bounds().Min
curX := r.X
curY := r.Y
totalWidth := v.atlas.Bounds().Max.X
for y := 0; y < int(v.Frames[frame].Height); y++ {
for x := 0; x < int(v.Frames[frame].Width); x++ {
pix := (x + (y * int(v.Frames[frame].Width))) * 4
idx := (curX + x + ((curY + y) * totalWidth)) * 4
v.atlasBytes[idx] = v.Frames[frame].FrameData[pix]
v.atlasBytes[idx+1] = v.Frames[frame].FrameData[pix+1]
v.atlasBytes[idx+2] = v.Frames[frame].FrameData[pix+2]
v.atlasBytes[idx+3] = v.Frames[frame].FrameData[pix+3]
}
}
v.atlas.ReplacePixels(v.atlasBytes)
v.Frames[frame].cached = true
}
// GetSize returns the size of the sprite
func (v *Sprite) GetSize() (uint32, uint32) {
frame := v.Frames[uint32(v.Frame)+(uint32(v.Direction)*v.FramesPerDirection)]
return frame.Width, frame.Height
}
func (v *Sprite) updateAnimation() {
if !v.Animate {
return
}
var timePerFrame time.Duration
if v.SpecialFrameTime >= 0 {
timePerFrame = time.Duration(float64(time.Millisecond) * (float64(v.SpecialFrameTime) / float64(len(v.Frames))))
} else {
timePerFrame = time.Duration(float64(time.Second) * (1.0 / float64(len(v.Frames))))
}
for time.Now().Sub(v.LastFrameTime) >= timePerFrame {
v.LastFrameTime = v.LastFrameTime.Add(timePerFrame)
v.Frame++
if v.Frame >= uint8(v.FramesPerDirection) {
if v.StopOnLastFrame {
v.Frame = uint8(v.FramesPerDirection) - 1
} else {
v.Frame = 0
}
}
}
}
func (v *Sprite) ResetAnimation() {
v.LastFrameTime = time.Now()
v.Frame = 0
}
func (v *Sprite) OnLastFrame() bool {
return v.Frame == uint8(v.FramesPerDirection-1)
}
// GetFrameSize returns the size of the specific frame
func (v *Sprite) GetFrameSize(frame int) (width, height uint32) {
width = v.Frames[frame].Width
height = v.Frames[frame].Height
return
}
// GetTotalFrames returns the number of frames in this sprite (for all directions)
func (v *Sprite) GetTotalFrames() int {
return len(v.Frames)
}
// Draw draws the sprite onto the target
func (v *Sprite) Draw(target *ebiten.Image) {
v.updateAnimation()
opts := &ebiten.DrawImageOptions{}
frame := v.Frames[uint32(v.Frame)+(uint32(v.Direction)*v.FramesPerDirection)]
if !frame.cached {
v.cacheFrame(int(v.Frame) + (int(v.Direction) * int(v.FramesPerDirection)))
}
opts.GeoM.Translate(
float64(int32(v.X)+frame.OffsetX),
float64((int32(v.Y) - int32(frame.Height) + frame.OffsetY)),
)
if v.Blend {
opts.CompositeMode = ebiten.CompositeModeLighter
} else {
opts.CompositeMode = ebiten.CompositeModeSourceOver
}
if v.ColorMod != nil {
opts.ColorM = d2helper.ColorToColorM(v.ColorMod)
}
target.DrawImage(frame.Image, opts)
}
// DrawSegments draws the sprite via a grid of segments
func (v *Sprite) DrawSegments(target *ebiten.Image, xSegments, ySegments, offset int) {
v.updateAnimation()
yOffset := int32(0)
for y := 0; y < ySegments; y++ {
xOffset := int32(0)
biggestYOffset := int32(0)
for x := 0; x < xSegments; x++ {
frame := v.Frames[uint32(x+(y*xSegments)+(offset*xSegments*ySegments))]
if !frame.cached {
v.cacheFrame(x + (y * xSegments) + (offset * xSegments * ySegments))
}
opts := &ebiten.DrawImageOptions{}
opts.GeoM.Translate(
float64(int32(v.X)+frame.OffsetX+xOffset),
float64(int32(v.Y)+frame.OffsetY+yOffset),
)
if v.Blend {
opts.CompositeMode = ebiten.CompositeModeLighter
} else {
opts.CompositeMode = ebiten.CompositeModeSourceOver
}
if v.ColorMod != nil {
opts.ColorM = d2helper.ColorToColorM(v.ColorMod)
}
target.DrawImage(frame.Image, opts)
xOffset += int32(frame.Width)
biggestYOffset = d2helper.MaxInt32(biggestYOffset, int32(frame.Height))
}
yOffset += biggestYOffset
}
}
// MoveTo moves the sprite to the specified coordinates
func (v *Sprite) MoveTo(x, y int) {
v.X = x
v.Y = y
}
// GetLocation returns the location of the sprite
func (v *Sprite) GetLocation() (int, int) {
return v.X, v.Y
}