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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-09-28 22:26:30 -04:00
OpenDiablo2/d2core/d2render/ebiten/ebiten_surface.go
thetogi 7b60882ba3
Replace ebitenUtil with d2DebugUtil and new charmap for debugger. (#577)
* lint updates for /d2astar

* png issue

* debug package

* load bmp properly

* debug draft

* Vector float64 (#565)

* Fixed nil pointer in Copy()

* Position added

Added Floor() and String() methods to Vector.

Also added Position which declares an embedded Vector2 and returns various forms of it.

* d2vector.Vector2 renamed to d2vector.BigFloat

* vector.go renamed to big_float.go

* Float64 stub and more renaming

* Vector value getters

* Separate vector types with initial methods.

* Divide and lint warnings.

* Distance and Length.

* Scale, Abs and Negate.

* CompareFloat64Fuzzy delta direction reversed.

* Refactor vector_test.go.

* Renamed Approx methods.

* Distance and Length.

* Distance and Length.

* Removed BigFloat and Vector, renamed Float64 to Vector, simplified tests.

* Angle, SignedAngle and other small functions.

* Receiver rename.

* SingedAngle and test fixed

* Rotate.

* SetLength.

* Cross.

* NinetyAnti and NinetyClock.

* Lerp and Clamp.

* Reflect and ReflectSurface.

* Cardinal convenience functions.

* Comments.

* Panic on NaN and Inf in Position.

* Lint warnings and comments.

* D2map lint warnings (#566)

* Comments and newlines in engine.go

* Comments and newlines in object.go

* Comments and newlines in animated_entity.go

* Comments and newlines in missile.go

* Comments and newlines in npc.go

* Comments and newlines in player.go

* Removed object.go (incorrectly merged it in during rebase).

* Comments and newlines in renderer.go.

* Comments and newlines in map_entity.go.

* Comments and newlines in walk_mesh.go.

* Comments and newlines in viewport.go and tile_cache.go.

* Comments and newlines in stamp.go and wilderness_tile_types.go.

* Comments and newlines in everything else.

* removing inventory grid test for now because it causes builds to fail on github (#570)

* Refactored d2enum (#567)

* Refactored animation mode enum

* More d2enum changes

* Refactored tile enum

* Refactored weapon class enum

* Refactored more enums

* Refactored item event enum

* Fixed init_functions animation mode

* Removed string2enum from MonsterAnimationMode

* Refactored ItemStatCost description

* Last enum lint errors

* Regenerated monster stringer file

* compressed image

* Replaced restruct with StreamReader (#574)

* Fixed bug in palette.go (#575)

* Javascript console commands (#572)

* Allow the execution of JS from the terminal when hosting a local game or playing a single game

Signed-off-by: William Claude <w.claude@thebeat.co>

* Reorganise imports on edited files

Signed-off-by: William Claude <w.claude@thebeat.co>

* Remove Reset

Signed-off-by: William Claude <w.claude@thebeat.co>

* Add inventory.txt loader, use the records (#573)

* adding resource entry for inventory.txt

* adding loader for inventory.txt

* adding call to inventory.txt loader in d2app

* d2game now uses the inventory.txt records for making the inventory panel

* removed comments

* remove unused files

* update go.mod

* lint updates for /d2astar

* png issue

* update go.mod

Co-authored-by: danhale-git <36298392+danhale-git@users.noreply.github.com>
Co-authored-by: dk <dknuth0101@gmail.com>
Co-authored-by: Intyre <Intyre@gmail.com>
Co-authored-by: William <1004323+aziule@users.noreply.github.com>
2020-07-11 18:12:20 -04:00

270 lines
6.8 KiB
Go

package ebiten
import (
"fmt"
"image"
"image/color"
"math"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2DebugUtil"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
"github.com/hajimehoshi/ebiten"
"github.com/hajimehoshi/ebiten/ebitenutil"
)
const cacheLimit = 512
type colorMCacheKey uint32
type colorMCacheEntry struct {
colorMatrix ebiten.ColorM
atime int64
}
type ebitenSurface struct {
stateStack []surfaceState
stateCurrent surfaceState
image *ebiten.Image
colorMCache map[colorMCacheKey]*colorMCacheEntry
monotonicClock int64
}
func createEbitenSurface(img *ebiten.Image, currentState ...surfaceState) *ebitenSurface {
state := surfaceState{effect: d2enum.DrawEffectNone}
if len(currentState) > 0 {
state = currentState[0]
}
return &ebitenSurface{
image: img,
stateCurrent: state,
colorMCache: make(map[colorMCacheKey]*colorMCacheEntry),
}
}
func (s *ebitenSurface) PushTranslation(x, y int) {
s.stateStack = append(s.stateStack, s.stateCurrent)
s.stateCurrent.x += x
s.stateCurrent.y += y
}
func (s *ebitenSurface) PushEffect(effect d2enum.DrawEffect) {
s.stateStack = append(s.stateStack, s.stateCurrent)
s.stateCurrent.effect = effect
}
func (s *ebitenSurface) PushFilter(filter d2enum.Filter) {
s.stateStack = append(s.stateStack, s.stateCurrent)
s.stateCurrent.filter = d2ToEbitenFilter(filter)
}
func (s *ebitenSurface) PushColor(color color.Color) {
s.stateStack = append(s.stateStack, s.stateCurrent)
s.stateCurrent.color = color
}
func (s *ebitenSurface) PushBrightness(brightness float64) {
s.stateStack = append(s.stateStack, s.stateCurrent)
s.stateCurrent.brightness = brightness
}
func (s *ebitenSurface) Pop() {
count := len(s.stateStack)
if count == 0 {
panic("empty stack")
}
s.stateCurrent = s.stateStack[count-1]
s.stateStack = s.stateStack[:count-1]
}
func (s *ebitenSurface) PopN(n int) {
for i := 0; i < n; i++ {
s.Pop()
}
}
func (s *ebitenSurface) Render(sfc d2interface.Surface) error {
opts := &ebiten.DrawImageOptions{}
opts.GeoM.Translate(float64(s.stateCurrent.x), float64(s.stateCurrent.y))
opts.Filter = s.stateCurrent.filter
if s.stateCurrent.color != nil {
opts.ColorM = s.colorToColorM(s.stateCurrent.color)
}
if s.stateCurrent.brightness != 0 {
opts.ColorM.ChangeHSV(0, 1, s.stateCurrent.brightness)
}
// Are these correct? who even knows
switch s.stateCurrent.effect {
case d2enum.DrawEffectPctTransparency25:
opts.ColorM.Translate(0, 0, 0, -0.25)
case d2enum.DrawEffectPctTransparency50:
opts.ColorM.Translate(0, 0, 0, -0.50)
case d2enum.DrawEffectPctTransparency75:
opts.ColorM.Translate(0, 0, 0, -0.75)
case d2enum.DrawEffectModulate:
opts.CompositeMode = ebiten.CompositeModeLighter
// TODO: idk what to do when ebiten doesn't exactly match, pick closest?
case d2enum.DrawEffectBurn:
case d2enum.DrawEffectNormal:
case d2enum.DrawEffectMod2XTrans:
case d2enum.DrawEffectMod2X:
case d2enum.DrawEffectNone:
opts.CompositeMode = ebiten.CompositeModeSourceOver
}
var img = sfc.(*ebitenSurface).image
return s.image.DrawImage(img, opts)
}
// Renders the section of the animation frame enclosed by bounds
func (s *ebitenSurface) RenderSection(sfc d2interface.Surface, bound image.Rectangle) error {
opts := &ebiten.DrawImageOptions{}
opts.GeoM.Translate(float64(s.stateCurrent.x), float64(s.stateCurrent.y))
opts.Filter = s.stateCurrent.filter
if s.stateCurrent.color != nil {
opts.ColorM = s.colorToColorM(s.stateCurrent.color)
}
if s.stateCurrent.brightness != 0 {
opts.ColorM.ChangeHSV(0, 1, s.stateCurrent.brightness)
}
// Are these correct? who even knows
switch s.stateCurrent.effect {
case d2enum.DrawEffectPctTransparency25:
opts.ColorM.Translate(0, 0, 0, -0.25)
case d2enum.DrawEffectPctTransparency50:
opts.ColorM.Translate(0, 0, 0, -0.50)
case d2enum.DrawEffectPctTransparency75:
opts.ColorM.Translate(0, 0, 0, -0.75)
case d2enum.DrawEffectModulate:
opts.CompositeMode = ebiten.CompositeModeLighter
// TODO: idk what to do when ebiten doesn't exactly match, pick closest?
case d2enum.DrawEffectBurn:
case d2enum.DrawEffectNormal:
case d2enum.DrawEffectMod2XTrans:
case d2enum.DrawEffectMod2X:
case d2enum.DrawEffectNone:
opts.CompositeMode = ebiten.CompositeModeSourceOver
}
var img = sfc.(*ebitenSurface).image
return s.image.DrawImage(img.SubImage(bound).(*ebiten.Image), opts)
}
func (s *ebitenSurface) DrawText(format string, params ...interface{}) {
d2DebugUtil.D2DebugPrintAt(s.image, fmt.Sprintf(format, params...), s.stateCurrent.x, s.stateCurrent.y)
}
func (s *ebitenSurface) DrawLine(x, y int, color color.Color) {
ebitenutil.DrawLine(
s.image,
float64(s.stateCurrent.x),
float64(s.stateCurrent.y),
float64(s.stateCurrent.x+x),
float64(s.stateCurrent.y+y),
color,
)
}
func (s *ebitenSurface) DrawRect(width, height int, color color.Color) {
ebitenutil.DrawRect(
s.image,
float64(s.stateCurrent.x),
float64(s.stateCurrent.y),
float64(width),
float64(height),
color,
)
}
func (s *ebitenSurface) Clear(color color.Color) error {
return s.image.Fill(color)
}
func (s *ebitenSurface) GetSize() (int, int) {
return s.image.Size()
}
func (s *ebitenSurface) GetDepth() int {
return len(s.stateStack)
}
func (s *ebitenSurface) ReplacePixels(pixels []byte) error {
return s.image.ReplacePixels(pixels)
}
func (s *ebitenSurface) Screenshot() *image.RGBA {
width, height := s.GetSize()
bounds := image.Rectangle{Min: image.Point{X: 0, Y: 0}, Max: image.Point{X: width, Y: height}}
rgba := image.NewRGBA(bounds)
for y := 0; y < height; y++ {
for x := 0; x < width; x++ {
rgba.Set(x, y, s.image.At(x, y))
}
}
return rgba
}
func (s *ebitenSurface) now() int64 {
s.monotonicClock++
return s.monotonicClock
}
// colorToColorM converts a normal color to a color matrix
func (s *ebitenSurface) colorToColorM(clr color.Color) ebiten.ColorM {
// RGBA() is in [0 - 0xffff]. Adjust them in [0 - 0xff].
cr, cg, cb, ca := clr.RGBA()
cr >>= 8
cg >>= 8
cb >>= 8
ca >>= 8
if ca == 0 {
emptyColorM := ebiten.ColorM{}
emptyColorM.Scale(0, 0, 0, 0)
return emptyColorM
}
key := colorMCacheKey(cr | (cg << 8) | (cb << 16) | (ca << 24))
e, ok := s.colorMCache[key]
if ok {
e.atime = s.now()
return e.colorMatrix
}
if len(s.colorMCache) > cacheLimit {
oldest := int64(math.MaxInt64)
oldestKey := colorMCacheKey(0)
for key, c := range s.colorMCache {
if c.atime < oldest {
oldestKey = key
oldest = c.atime
}
}
delete(s.colorMCache, oldestKey)
}
cm := ebiten.ColorM{}
rf := float64(cr) / float64(ca)
gf := float64(cg) / float64(ca)
bf := float64(cb) / float64(ca)
af := float64(ca) / 0xff
cm.Scale(rf, gf, bf, af)
e = &colorMCacheEntry{
colorMatrix: cm,
atime: s.now(),
}
s.colorMCache[key] = e
return e.colorMatrix
}