////////////////////////////////////////////////////////////////////// // This file is part of Remere's Map Editor ////////////////////////////////////////////////////////////////////// // Remere's Map Editor is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // Remere's Map Editor is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program. If not, see . ////////////////////////////////////////////////////////////////////// #ifndef RME_GRAPHICS_H_ #define RME_GRAPHICS_H_ #include "outfit.h" #include "common.h" #include #include "client_version.h" enum SpriteSize { SPRITE_SIZE_16x16, // SPRITE_SIZE_24x24, SPRITE_SIZE_32x32, SPRITE_SIZE_64x64, SPRITE_SIZE_COUNT }; enum AnimationDirection { ANIMATION_FORWARD = 0, ANIMATION_BACKWARD = 1 }; enum ItemAnimationDuration { ITEM_FRAME_DURATION = 500 }; class MapCanvas; class GraphicManager; class FileReadHandle; class Animator; struct SpriteLight { uint8_t intensity = 0; uint8_t color = 0; }; class Sprite { public: Sprite() { } virtual ~Sprite() { } virtual void DrawTo(wxDC* dc, SpriteSize sz, int start_x, int start_y, int width = -1, int height = -1) = 0; virtual void unloadDC() = 0; private: Sprite(const Sprite&); Sprite& operator=(const Sprite&); }; class EditorSprite : public Sprite { public: EditorSprite(wxBitmap* b16x16, wxBitmap* b32x32, wxBitmap* b64x64 = nullptr); virtual ~EditorSprite(); virtual void DrawTo(wxDC* dc, SpriteSize sz, int start_x, int start_y, int width = -1, int height = -1); virtual void unloadDC(); protected: wxBitmap* bm[SPRITE_SIZE_COUNT]; }; class GameSprite : public Sprite { public: GameSprite(); ~GameSprite(); int getIndex(int width, int height, int layer, int pattern_x, int pattern_y, int pattern_z, int frame) const; GLuint getHardwareID(int _x, int _y, int _layer, int _subtype, int _pattern_x, int _pattern_y, int _pattern_z, int _frame); GLuint getHardwareID(int _x, int _y, int _dir, int _addon, int _pattern_z, const Outfit& _outfit, int _frame); // CreatureDatabase virtual void DrawTo(wxDC* dc, SpriteSize sz, int start_x, int start_y, int width = -1, int height = -1); // Method to draw creatures with outfit colors virtual void DrawOutfit(wxDC* dc, SpriteSize sz, int start_x, int start_y, const Outfit& outfit); virtual void unloadDC(); void clean(int time); int getDrawHeight() const; std::pair getDrawOffset() const; uint8_t getMiniMapColor() const; bool hasLight() const noexcept { return has_light; } const SpriteLight& getLight() const noexcept { return light; } protected: class Image; class NormalImage; class TemplateImage; wxMemoryDC* getDC(SpriteSize size); TemplateImage* getTemplateImage(int sprite_index, const Outfit& outfit); class Image { public: Image(); virtual ~Image(); bool isGLLoaded; int lastaccess; void visit(); virtual void clean(int time); virtual GLuint getHardwareID() = 0; virtual uint8_t* getRGBData() = 0; virtual uint8_t* getRGBAData() = 0; protected: virtual void createGLTexture(GLuint whatid); virtual void unloadGLTexture(GLuint whatid); }; class NormalImage : public Image { public: NormalImage(); virtual ~NormalImage(); // We use the sprite id as GL texture id uint32_t id; // This contains the pixel data uint16_t size; uint8_t* dump; virtual void clean(int time); virtual GLuint getHardwareID(); virtual uint8_t* getRGBData(); virtual uint8_t* getRGBAData(); protected: virtual void createGLTexture(GLuint ignored = 0); virtual void unloadGLTexture(GLuint ignored = 0); }; class TemplateImage : public Image { public: TemplateImage(GameSprite* parent, int v, const Outfit& outfit); virtual ~TemplateImage(); virtual GLuint getHardwareID(); virtual uint8_t* getRGBData(); virtual uint8_t* getRGBAData(); GLuint gl_tid; GameSprite* parent; int sprite_index; uint8_t lookHead; uint8_t lookBody; uint8_t lookLegs; uint8_t lookFeet; protected: void colorizePixel(uint8_t color, uint8_t& r, uint8_t& b, uint8_t& g); virtual void createGLTexture(GLuint ignored = 0); virtual void unloadGLTexture(GLuint ignored = 0); }; uint32_t id; wxMemoryDC* dc[SPRITE_SIZE_COUNT]; public: // GameSprite info uint8_t height; uint8_t width; uint8_t layers; uint8_t pattern_x; uint8_t pattern_y; uint8_t pattern_z; uint8_t frames; uint32_t numsprites; Animator* animator; uint16_t draw_height; uint16_t drawoffset_x; uint16_t drawoffset_y; uint16_t minimap_color; bool has_light = false; SpriteLight light; std::vector spriteList; std::list instanced_templates; // Templates that use this sprite friend class GraphicManager; }; struct FrameDuration { int min; int max; FrameDuration(int min, int max) : min(min), max(max) { ASSERT(min <= max); } int getDuration() const { if (min == max) { return min; } return uniform_random(min, max); }; void setValues(int min, int max) { ASSERT(min <= max); this->min = min; this->max = max; } }; class Animator { public: Animator(int frames, int start_frame, int loop_count, bool async); ~Animator(); int getStartFrame() const; FrameDuration* getFrameDuration(int frame); int getFrame(); void setFrame(int frame); void reset(); private: int getDuration(int frame) const; int getPingPongFrame(); int getLoopFrame(); void calculateSynchronous(); int frame_count; int start_frame; int loop_count; bool async; std::vector durations; int current_frame; int current_loop; int current_duration; int total_duration; AnimationDirection direction; long last_time; bool is_complete; }; class GraphicManager { public: GraphicManager(); ~GraphicManager(); void clear(); void cleanSoftwareSprites(); Sprite* getSprite(int id); GameSprite* getCreatureSprite(int id); long getElapsedTime() const { return (animation_timer->TimeInMicro() / 1000).ToLong(); } uint16_t getItemSpriteMaxID() const; uint16_t getCreatureSpriteMaxID() const; // Get an unused texture id (this is acquired by simply increasing a value starting from 0x10000000) GLuint getFreeTextureID(); // This is part of the binary bool loadEditorSprites(); // Metadata should be loaded first // This fills the item / creature adress space bool loadOTFI(const FileName& filename, wxString& error, wxArrayString& warnings); bool loadSpriteMetadata(const FileName& datafile, wxString& error, wxArrayString& warnings); bool loadSpriteMetadataFlags(FileReadHandle& file, GameSprite* sType, wxString& error, wxArrayString& warnings); bool loadSpriteData(const FileName& datafile, wxString& error, wxArrayString& warnings); // Cleans old & unused textures according to config settings void garbageCollection(); void addSpriteToCleanup(GameSprite* spr); wxFileName getMetadataFileName() const { return metadata_file; } wxFileName getSpritesFileName() const { return sprites_file; } bool hasTransparency() const; bool isUnloaded() const; ClientVersion* client_version; private: bool unloaded; // This is used if memcaching is NOT on std::string spritefile; bool loadSpriteDump(uint8_t*& target, uint16_t& size, int sprite_id); typedef std::map SpriteMap; SpriteMap sprite_space; typedef std::map ImageMap; ImageMap image_space; std::deque cleanup_list; DatFormat dat_format; uint16_t item_count; uint16_t creature_count; bool otfi_found; bool is_extended; bool has_transparency; bool has_frame_durations; bool has_frame_groups; wxFileName metadata_file; wxFileName sprites_file; int loaded_textures; int lastclean; wxStopWatch* animation_timer; friend class GameSprite::Image; friend class GameSprite::NormalImage; friend class GameSprite::TemplateImage; }; struct RGBQuad { uint8_t red; uint8_t green; uint8_t blue; uint8_t reserved; RGBQuad(uint8_t r, uint8_t g, uint8_t b) : red(r), green(g), blue(b), reserved(0) { } operator uint32_t() { return (blue << 0) | (green << 8) | (red << 16); } operator bool() { // std::cout << "RGBQuad operator bool " << int(red) << " || " << int(blue) << " || " << int(green) << std::endl; return blue != 0 || red != 0 || green != 0; } }; static RGBQuad minimap_color[256] = { RGBQuad(0, 0, 0), RGBQuad(0, 0, 51), RGBQuad(0, 0, 102), RGBQuad(0, 0, 153), // 0 RGBQuad(0, 0, 204), RGBQuad(0, 0, 255), RGBQuad(0, 51, 0), RGBQuad(0, 51, 51), // 4 RGBQuad(0, 51, 102), RGBQuad(0, 51, 153), RGBQuad(0, 51, 204), RGBQuad(0, 51, 255), // 8 RGBQuad(0, 102, 0), RGBQuad(0, 102, 51), RGBQuad(0, 102, 102), RGBQuad(0, 102, 153), // 12 RGBQuad(0, 102, 204), RGBQuad(0, 102, 255), RGBQuad(0, 153, 0), RGBQuad(0, 153, 51), // 16 RGBQuad(0, 153, 102), RGBQuad(0, 153, 153), RGBQuad(0, 153, 204), RGBQuad(0, 153, 255), // 20 RGBQuad(0, 204, 0), RGBQuad(0, 204, 51), RGBQuad(0, 204, 102), RGBQuad(0, 204, 153), // 24 RGBQuad(0, 204, 204), RGBQuad(0, 204, 255), RGBQuad(0, 255, 0), RGBQuad(0, 255, 51), // 28 RGBQuad(0, 255, 102), RGBQuad(0, 255, 153), RGBQuad(0, 255, 204), RGBQuad(0, 255, 255), // 32 RGBQuad(51, 0, 0), RGBQuad(51, 0, 51), RGBQuad(51, 0, 102), RGBQuad(51, 0, 153), // 36 RGBQuad(51, 0, 204), RGBQuad(51, 0, 255), RGBQuad(51, 51, 0), RGBQuad(51, 51, 51), // 40 RGBQuad(51, 51, 102), RGBQuad(51, 51, 153), RGBQuad(51, 51, 204), RGBQuad(51, 51, 255), // 44 RGBQuad(51, 102, 0), RGBQuad(51, 102, 51), RGBQuad(51, 102, 102), RGBQuad(51, 102, 153), // 48 RGBQuad(51, 102, 204), RGBQuad(51, 102, 255), RGBQuad(51, 153, 0), RGBQuad(51, 153, 51), // 52 RGBQuad(51, 153, 102), RGBQuad(51, 153, 153), RGBQuad(51, 153, 204), RGBQuad(51, 153, 255), // 56 RGBQuad(51, 204, 0), RGBQuad(51, 204, 51), RGBQuad(51, 204, 102), RGBQuad(51, 204, 153), // 60 RGBQuad(51, 204, 204), RGBQuad(51, 204, 255), RGBQuad(51, 255, 0), RGBQuad(51, 255, 51), // 64 RGBQuad(51, 255, 102), RGBQuad(51, 255, 153), RGBQuad(51, 255, 204), RGBQuad(51, 255, 255), // 68 RGBQuad(102, 0, 0), RGBQuad(102, 0, 51), RGBQuad(102, 0, 102), RGBQuad(102, 0, 153), // 72 RGBQuad(102, 0, 204), RGBQuad(102, 0, 255), RGBQuad(102, 51, 0), RGBQuad(102, 51, 51), // 76 RGBQuad(102, 51, 102), RGBQuad(102, 51, 153), RGBQuad(102, 51, 204), RGBQuad(102, 51, 255), // 80 RGBQuad(102, 102, 0), RGBQuad(102, 102, 51), RGBQuad(102, 102, 102), RGBQuad(102, 102, 153), // 84 RGBQuad(102, 102, 204), RGBQuad(102, 102, 255), RGBQuad(102, 153, 0), RGBQuad(102, 153, 51), // 88 RGBQuad(102, 153, 102), RGBQuad(102, 153, 153), RGBQuad(102, 153, 204), RGBQuad(102, 153, 255), // 92 RGBQuad(102, 204, 0), RGBQuad(102, 204, 51), RGBQuad(102, 204, 102), RGBQuad(102, 204, 153), // 96 RGBQuad(102, 204, 204), RGBQuad(102, 204, 255), RGBQuad(102, 255, 0), RGBQuad(102, 255, 51), // 100 RGBQuad(102, 255, 102), RGBQuad(102, 255, 153), RGBQuad(102, 255, 204), RGBQuad(102, 255, 255), // 104 RGBQuad(153, 0, 0), RGBQuad(153, 0, 51), RGBQuad(153, 0, 102), RGBQuad(153, 0, 153), // 108 RGBQuad(153, 0, 204), RGBQuad(153, 0, 255), RGBQuad(153, 51, 0), RGBQuad(153, 51, 51), // 112 RGBQuad(153, 51, 102), RGBQuad(153, 51, 153), RGBQuad(153, 51, 204), RGBQuad(153, 51, 255), // 116 RGBQuad(153, 102, 0), RGBQuad(153, 102, 51), RGBQuad(153, 102, 102), RGBQuad(153, 102, 153), // 120 RGBQuad(153, 102, 204), RGBQuad(153, 102, 255), RGBQuad(153, 153, 0), RGBQuad(153, 153, 51), // 124 RGBQuad(153, 153, 102), RGBQuad(153, 153, 153), RGBQuad(153, 153, 204), RGBQuad(153, 153, 255), // 128 RGBQuad(153, 204, 0), RGBQuad(153, 204, 51), RGBQuad(153, 204, 102), RGBQuad(153, 204, 153), // 132 RGBQuad(153, 204, 204), RGBQuad(153, 204, 255), RGBQuad(153, 255, 0), RGBQuad(153, 255, 51), // 136 RGBQuad(153, 255, 102), RGBQuad(153, 255, 153), RGBQuad(153, 255, 204), RGBQuad(153, 255, 255), // 140 RGBQuad(204, 0, 0), RGBQuad(204, 0, 51), RGBQuad(204, 0, 102), RGBQuad(204, 0, 153), // 144 RGBQuad(204, 0, 204), RGBQuad(204, 0, 255), RGBQuad(204, 51, 0), RGBQuad(204, 51, 51), // 148 RGBQuad(204, 51, 102), RGBQuad(204, 51, 153), RGBQuad(204, 51, 204), RGBQuad(204, 51, 255), // 152 RGBQuad(204, 102, 0), RGBQuad(204, 102, 51), RGBQuad(204, 102, 102), RGBQuad(204, 102, 153), // 156 RGBQuad(204, 102, 204), RGBQuad(204, 102, 255), RGBQuad(204, 153, 0), RGBQuad(204, 153, 51), // 160 RGBQuad(204, 153, 102), RGBQuad(204, 153, 153), RGBQuad(204, 153, 204), RGBQuad(204, 153, 255), // 164 RGBQuad(204, 204, 0), RGBQuad(204, 204, 51), RGBQuad(204, 204, 102), RGBQuad(204, 204, 153), // 168 RGBQuad(204, 204, 204), RGBQuad(204, 204, 255), RGBQuad(204, 255, 0), RGBQuad(204, 255, 51), // 172 RGBQuad(204, 255, 102), RGBQuad(204, 255, 153), RGBQuad(204, 255, 204), RGBQuad(204, 255, 255), // 176 RGBQuad(255, 0, 0), RGBQuad(255, 0, 51), RGBQuad(255, 0, 102), RGBQuad(255, 0, 153), // 180 RGBQuad(255, 0, 204), RGBQuad(255, 0, 255), RGBQuad(255, 51, 0), RGBQuad(255, 51, 51), // 184 RGBQuad(255, 51, 102), RGBQuad(255, 51, 153), RGBQuad(255, 51, 204), RGBQuad(255, 51, 255), // 188 RGBQuad(255, 102, 0), RGBQuad(255, 102, 51), RGBQuad(255, 102, 102), RGBQuad(255, 102, 153), // 192 RGBQuad(255, 102, 204), RGBQuad(255, 102, 255), RGBQuad(255, 153, 0), RGBQuad(255, 153, 51), // 196 RGBQuad(255, 153, 102), RGBQuad(255, 153, 153), RGBQuad(255, 153, 204), RGBQuad(255, 153, 255), // 200 RGBQuad(255, 204, 0), RGBQuad(255, 204, 51), RGBQuad(255, 204, 102), RGBQuad(255, 204, 153), // 204 RGBQuad(255, 204, 204), RGBQuad(255, 204, 255), RGBQuad(255, 255, 0), RGBQuad(255, 255, 51), // 208 RGBQuad(255, 255, 102), RGBQuad(255, 255, 153), RGBQuad(255, 255, 204), RGBQuad(255, 255, 255), // 212 RGBQuad(0, 0, 0), RGBQuad(0, 0, 0), RGBQuad(0, 0, 0), RGBQuad(0, 0, 0), // 216 RGBQuad(0, 0, 0), RGBQuad(0, 0, 0), RGBQuad(0, 0, 0), RGBQuad(0, 0, 0), // 220 RGBQuad(0, 0, 0), RGBQuad(0, 0, 0), RGBQuad(0, 0, 0), RGBQuad(0, 0, 0), // 224 RGBQuad(0, 0, 0), RGBQuad(0, 0, 0), RGBQuad(0, 0, 0), RGBQuad(0, 0, 0), // 228 RGBQuad(0, 0, 0), RGBQuad(0, 0, 0), RGBQuad(0, 0, 0), RGBQuad(0, 0, 0), // 232 RGBQuad(0, 0, 0), RGBQuad(0, 0, 0), RGBQuad(0, 0, 0), RGBQuad(0, 0, 0), // 236 RGBQuad(0, 0, 0), RGBQuad(0, 0, 0), RGBQuad(0, 0, 0), RGBQuad(0, 0, 0), // 240 RGBQuad(0, 0, 0), RGBQuad(0, 0, 0), RGBQuad(0, 0, 0), RGBQuad(0, 0, 0), // 244 RGBQuad(0, 0, 0), RGBQuad(0, 0, 0), RGBQuad(0, 0, 0), RGBQuad(0, 0, 0), // 248 RGBQuad(0, 0, 0), RGBQuad(0, 0, 0), RGBQuad(0, 0, 0), RGBQuad(0, 0, 0) // 252 }; #endif