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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-06-30 02:55:23 +00:00
OpenDiablo2/OpenDiablo2.SDL2/SDL2Sprite.cs

145 lines
4.8 KiB
C#

using OpenDiablo2.Common.Interfaces;
using System;
using System.Collections.Generic;
using System.Drawing;
using System.IO;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using SDL2;
using System.Runtime.InteropServices;
using OpenDiablo2.Common.Models;
namespace OpenDiablo2.SDL2_
{
internal sealed class SDL2Sprite : ISprite
{
static readonly log4net.ILog log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
public Point Location { get; set; } = new Point();
public Size FrameSize { get; set; } = new Size();
public int Frame { get; set; }
public int TotalFrames { get; internal set; }
private bool blend = false;
public bool Blend
{
get => blend;
set
{
blend = value;
foreach (var texture in textures)
SDL.SDL_SetTextureBlendMode(texture, blend ? SDL.SDL_BlendMode.SDL_BLENDMODE_ADD : SDL.SDL_BlendMode.SDL_BLENDMODE_BLEND);
}
}
private Palette palette;
public Palette CurrentPalette
{
get => palette;
set
{
palette = value;
UpdateTextureData();
}
}
internal readonly ImageSet source;
private readonly IntPtr renderer;
internal IntPtr[] textures = new IntPtr[0];
public SDL2Sprite(ImageSet source, IntPtr renderer)
{
this.source = source;
this.renderer = renderer;
this.TotalFrames = source.Frames.Count();
this.FrameSize = new Size(Pow2((int)source.Frames.Max(x => x.Width)), Pow2((int)source.Frames.Max(x => x.Height)));
this.textures = new IntPtr[TotalFrames];
for(var i = 0; i < this.textures.Count(); i++)
{
this.textures[i] = IntPtr.Zero;
}
}
internal Point GetRenderPoint()
=> new Point(
Location.X + source.Frames[Frame].OffsetX,
(Location.Y - FrameSize.Height) + source.Frames[Frame].OffsetY
);
public Size LocalFrameSize => new Size((int)source.Frames[Frame].Width, (int)source.Frames[Frame].Height);
// TODO: This is slow. Make fix.
private void UpdateTextureData()
{
for (var i = 0; i < source.Frames.Count(); i++)
LoadFrame(i, renderer);
}
// TODO: Less dumb color correction
private Color AdjustColor(Color source)
=> Color.FromArgb(
source.A,
(byte)Math.Min((float)source.R * 1.2, 255),
(byte)Math.Min((float)source.G * 1.2, 255),
(byte)Math.Min((float)source.B * 1.2, 255)
);
object bob = new object();
private void LoadFrame(int index, IntPtr renderer)
{
var frame = source.Frames[index];
if (textures[index] == IntPtr.Zero)
textures[index] = SDL.SDL_CreateTexture(renderer, SDL.SDL_PIXELFORMAT_ARGB8888, (int)SDL.SDL_TextureAccess.SDL_TEXTUREACCESS_TARGET, Pow2(FrameSize.Width), Pow2(FrameSize.Height));
if (textures[index] == IntPtr.Zero)
throw new ApplicationException("Unaple to initialize texture.");
SDL.SDL_SetTextureBlendMode(textures[index], SDL.SDL_BlendMode.SDL_BLENDMODE_BLEND);
SDL.SDL_SetRenderTarget(renderer, textures[index]);
SDL.SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
SDL.SDL_RenderFillRect(renderer, IntPtr.Zero);
SDL.SDL_SetRenderTarget(renderer, IntPtr.Zero);
var binaryData = new UInt32[frame.Width * frame.Height];
for (var y = 0; y < frame.Height; y++)
{
for (int x = 0; x < frame.Width; x++)
{
var palColor = frame.GetColor(x, (int)y, CurrentPalette);
//var col = AdjustColor(palColor);
binaryData[x + y * frame.Width] = (uint)palColor.ToArgb();
}
}
var rect = new SDL.SDL_Rect { x = 0, y = FrameSize.Height - (int)frame.Height, w = (int)frame.Width, h = (int)frame.Height };
GCHandle pinnedArray = GCHandle.Alloc(binaryData, GCHandleType.Pinned);
SDL.SDL_UpdateTexture(textures[index], ref rect, pinnedArray.AddrOfPinnedObject(), (int)frame.Width * 4);
pinnedArray.Free();
}
private int Pow2(int val)
{
int result = 1;
while (result < val)
result *= 2;
return result;
}
public void Dispose()
{
foreach (var texture in textures)
{
SDL.SDL_DestroyTexture(texture);
}
}
}
}