unsafe public static void Draw(MapTile tile, TmpFile tmp, DrawingSurface ds) { tmp.Initialize(); if (tile.SubTile >= tmp.Images.Count) return; TmpFile.TmpImage img = tmp.Images[tile.SubTile]; var zBuffer = ds.GetZBuffer(); var heightBuffer = ds.GetHeightBuffer(); Palette p = tile.Palette; // calculate tile index -> pixel index Point offset = new Point(tile.Dx * tmp.BlockWidth / 2, (tile.Dy - tile.Z) * tmp.BlockHeight / 2); // make touched tiles (used for determining image cutoff) Point center = offset + new Size(tmp.BlockWidth / 2, tmp.BlockHeight / 2); var centerGridTile = tile.Layer.GetTileScreen(center, true, true); if (centerGridTile != null) { tile.Layer.GridTouched[centerGridTile.Dx, centerGridTile.Dy / 2] |= TileLayer.TouchType.ByNormalData; tile.Layer.GridTouchedBy[centerGridTile.Dx, centerGridTile.Dy / 2] = tile; } Logger.Trace("Drawing TMP file {0} (subtile {1}) at ({2},{3})", tmp.FileName, tile.SubTile, offset.X, offset.Y); int stride = ds.BitmapData.Stride; int halfCx = tmp.BlockWidth / 2, halfCy = tmp.BlockHeight / 2; // writing bounds var w_low = (byte*)ds.BitmapData.Scan0; byte* w_high = (byte*)ds.BitmapData.Scan0 + stride * ds.BitmapData.Height; byte* w = (byte*)ds.BitmapData.Scan0 + stride * offset.Y + (offset.X + halfCx - 2) * 3; int rIdx = 0, x, y = 0; int zIdx = offset.Y * ds.Width + offset.X + halfCx - 2; int cx = 0; // Amount of pixel to copy for (; y < halfCy; y++) { cx += 4; for (ushort c = 0; c < cx; c++) { byte paletteValue = img.TileData[rIdx]; short zBufVal = (short)((tile.Rx + tile.Ry) * tmp.BlockHeight / 2 - (img.ZData != null ? img.ZData[rIdx] : 0)); if (paletteValue != 0 && w_low <= w && w < w_high && zBufVal >= zBuffer[zIdx]) { *(w + 0) = p.Colors[paletteValue].B; *(w + 1) = p.Colors[paletteValue].G; *(w + 2) = p.Colors[paletteValue].R; zBuffer[zIdx] = zBufVal; heightBuffer[zIdx] = (short)(tile.Z * Drawable.TileHeight / 2); } w += 3; zIdx++; rIdx++; } w += stride - 3 * (cx + 2); zIdx += ds.Width - (cx + 2); } w += 12; zIdx += 4; for (; y < tmp.BlockHeight; y++) { cx -= 4; for (ushort c = 0; c < cx; c++) { byte paletteValue = img.TileData[rIdx]; short zBufVal = (short)((tile.Rx + tile.Ry) * tmp.BlockHeight / 2 - (img.ZData != null ? img.ZData[rIdx] : 0)); if (paletteValue != 0 && w_low <= w && w < w_high && zBufVal >= zBuffer[zIdx]) { *(w + 0) = p.Colors[paletteValue].B; *(w + 1) = p.Colors[paletteValue].G; *(w + 2) = p.Colors[paletteValue].R; zBuffer[zIdx] = zBufVal; heightBuffer[zIdx] = (short)(tile.Z * Drawable.TileHeight / 2); } w += 3; zIdx++; rIdx++; } w += stride - 3 * (cx - 2); zIdx += ds.Width - (cx - 2); } if (!img.HasExtraData) return; // we're done now offset.X += img.ExtraX - img.X; offset.Y += img.ExtraY - img.Y; w = w_low + stride * offset.Y + 3 * offset.X; zIdx = offset.X + offset.Y * ds.Width; rIdx = 0; // identify extra-data affected tiles for cutoff var extraScreenBounds = Rectangle.FromLTRB( Math.Max(0, offset.X), Math.Max(0, offset.Y), Math.Min(offset.X + img.ExtraWidth, ds.Width), Math.Min(offset.Y + img.ExtraHeight, ds.Height)); for (int by = extraScreenBounds.Top; by < extraScreenBounds.Bottom; by += tmp.BlockHeight / 2) { for (int bx = extraScreenBounds.Left; bx < extraScreenBounds.Right; bx += tmp.BlockWidth / 2) { var gridTileNoZ = tile.Layer.GetTileScreen(new Point(bx, by), true, true); if (gridTileNoZ != null) { Logger.Trace("Tile at ({0},{1}) has extradata affecting ({2},{3})", tile.Dx, tile.Dy, gridTileNoZ.Dx, gridTileNoZ.Dy); tile.Layer.GridTouched[gridTileNoZ.Dx, gridTileNoZ.Dy / 2] |= TileLayer.TouchType.ByExtraData; tile.Layer.GridTouchedBy[gridTileNoZ.Dx, gridTileNoZ.Dy / 2] = tile; } } } // Extra graphics are just a square for (y = 0; y < img.ExtraHeight; y++) { for (x = 0; x < img.ExtraWidth; x++) { // Checking per line is required because v needs to be checked every time byte paletteValue = img.ExtraData[rIdx]; short zBufVal = (short)((tile.Rx + tile.Ry) * tmp.BlockHeight / 2 + (img.ExtraZData != null ? img.ExtraZData[rIdx] : 0)); if (paletteValue != 0 && w_low <= w && w < w_high && zBufVal >= zBuffer[zIdx]) { *w++ = p.Colors[paletteValue].B; *w++ = p.Colors[paletteValue].G; *w++ = p.Colors[paletteValue].R; zBuffer[zIdx] = zBufVal; heightBuffer[zIdx] = (short)(img.ExtraHeight - y + tile.Z * Drawable.TileHeight / 2); } else w += 3; zIdx++; rIdx++; } w += stride - img.ExtraWidth * 3; zIdx += ds.Width - img.ExtraWidth; } }
unsafe public static void Draw(MapTile tile, TmpFile tmp, DrawingSurface ds) { tmp.Initialize(); if (tile.SubTile >= tmp.Images.Count) { return; } TmpFile.TmpImage img = tmp.Images[tile.SubTile]; var zBuffer = ds.GetZBuffer(); var heightBuffer = ds.GetHeightBuffer(); Palette p = tile.Palette; // calculate tile index -> pixel index Point offset = new Point(tile.Dx * tmp.BlockWidth / 2, (tile.Dy - tile.Z) * tmp.BlockHeight / 2); // make touched tiles (used for determining image cutoff) Point center = offset + new Size(tmp.BlockWidth / 2, tmp.BlockHeight / 2); var centerGridTile = tile.Layer.GetTileScreen(center, true, true); if (centerGridTile != null) { tile.Layer.GridTouched[centerGridTile.Dx, centerGridTile.Dy / 2] |= TileLayer.TouchType.ByNormalData; tile.Layer.GridTouchedBy[centerGridTile.Dx, centerGridTile.Dy / 2] = tile; } Logger.Trace("Drawing TMP file {0} (subtile {1}) at ({2},{3})", tmp.FileName, tile.SubTile, offset.X, offset.Y); int stride = ds.BitmapData.Stride; int halfCx = tmp.BlockWidth / 2, halfCy = tmp.BlockHeight / 2; // writing bounds var w_low = (byte *)ds.BitmapData.Scan0; byte *w_high = (byte *)ds.BitmapData.Scan0 + stride * ds.BitmapData.Height; byte *w = (byte *)ds.BitmapData.Scan0 + stride * offset.Y + (offset.X + halfCx - 2) * 3; int rIdx = 0, x, y = 0; int zIdx = offset.Y * ds.Width + offset.X + halfCx - 2; int cx = 0; // Amount of pixel to copy for (; y < halfCy; y++) { cx += 4; for (ushort c = 0; c < cx; c++) { byte paletteValue = img.TileData[rIdx]; short zBufVal = (short)((tile.Rx + tile.Ry) * tmp.BlockHeight / 2 - (img.ZData != null ? img.ZData[rIdx] : 0)); if (paletteValue != 0 && w_low <= w && w < w_high && zBufVal >= zBuffer[zIdx]) { *(w + 0) = p.Colors[paletteValue].B; *(w + 1) = p.Colors[paletteValue].G; *(w + 2) = p.Colors[paletteValue].R; zBuffer[zIdx] = zBufVal; heightBuffer[zIdx] = (short)(tile.Z * Drawable.TileHeight / 2); } w += 3; zIdx++; rIdx++; } w += stride - 3 * (cx + 2); zIdx += ds.Width - (cx + 2); } w += 12; zIdx += 4; for (; y < tmp.BlockHeight; y++) { cx -= 4; for (ushort c = 0; c < cx; c++) { byte paletteValue = img.TileData[rIdx]; short zBufVal = (short)((tile.Rx + tile.Ry) * tmp.BlockHeight / 2 - (img.ZData != null ? img.ZData[rIdx] : 0)); if (paletteValue != 0 && w_low <= w && w < w_high && zBufVal >= zBuffer[zIdx]) { *(w + 0) = p.Colors[paletteValue].B; *(w + 1) = p.Colors[paletteValue].G; *(w + 2) = p.Colors[paletteValue].R; zBuffer[zIdx] = zBufVal; heightBuffer[zIdx] = (short)(tile.Z * Drawable.TileHeight / 2); } w += 3; zIdx++; rIdx++; } w += stride - 3 * (cx - 2); zIdx += ds.Width - (cx - 2); } if (!img.HasExtraData) { return; // we're done now } offset.X += img.ExtraX - img.X; offset.Y += img.ExtraY - img.Y; w = w_low + stride * offset.Y + 3 * offset.X; zIdx = offset.X + offset.Y * ds.Width; rIdx = 0; // identify extra-data affected tiles for cutoff var extraScreenBounds = Rectangle.FromLTRB( Math.Max(0, offset.X), Math.Max(0, offset.Y), Math.Min(offset.X + img.ExtraWidth, ds.Width), Math.Min(offset.Y + img.ExtraHeight, ds.Height)); for (int by = extraScreenBounds.Top; by < extraScreenBounds.Bottom; by += tmp.BlockHeight / 2) { for (int bx = extraScreenBounds.Left; bx < extraScreenBounds.Right; bx += tmp.BlockWidth / 2) { var gridTileNoZ = tile.Layer.GetTileScreen(new Point(bx, by), true, true); if (gridTileNoZ != null) { Logger.Trace("Tile at ({0},{1}) has extradata affecting ({2},{3})", tile.Dx, tile.Dy, gridTileNoZ.Dx, gridTileNoZ.Dy); tile.Layer.GridTouched[gridTileNoZ.Dx, gridTileNoZ.Dy / 2] |= TileLayer.TouchType.ByExtraData; tile.Layer.GridTouchedBy[gridTileNoZ.Dx, gridTileNoZ.Dy / 2] = tile; } } } // Extra graphics are just a square for (y = 0; y < img.ExtraHeight; y++) { for (x = 0; x < img.ExtraWidth; x++) { // Checking per line is required because v needs to be checked every time byte paletteValue = img.ExtraData[rIdx]; short zBufVal = (short)((tile.Rx + tile.Ry) * tmp.BlockHeight / 2 + (img.ExtraZData != null ? img.ExtraZData[rIdx] : 0)); if (paletteValue != 0 && w_low <= w && w < w_high && zBufVal >= zBuffer[zIdx]) { *w++ = p.Colors[paletteValue].B; *w++ = p.Colors[paletteValue].G; *w++ = p.Colors[paletteValue].R; zBuffer[zIdx] = zBufVal; heightBuffer[zIdx] = (short)(img.ExtraHeight - y + tile.Z * Drawable.TileHeight / 2); } else { w += 3; } zIdx++; rIdx++; } w += stride - img.ExtraWidth * 3; zIdx += ds.Width - img.ExtraWidth; } }
private void tabs_SelectedIndexChanges(object sender, EventArgs e) { if (tabs.SelectedTab == tpHeightmap && _heightMap == null) { _heightMap = new Bitmap(_drawingSurface.Width, _drawingSurface.Height, PixelFormat.Format8bppIndexed); // Create grayscale palette ColorPalette pal = _heightMap.Palette; for (int i = 0; i <= 255; i++) { pal.Entries[i] = Color.FromArgb(i, i, i); } _heightMap.Palette = pal; // re-setting activates palette // Draw map var heightBuffer = _drawingSurface.GetHeightBuffer(); var bmd = _heightMap.LockBits(new Rectangle(0, 0, _drawingSurface.Width, _drawingSurface.Height), ImageLockMode.WriteOnly, PixelFormat.Format8bppIndexed); uint idx = 0; unsafe { for (int row = 0; row < _drawingSurface.Height; row++) { byte *w = (byte *)bmd.Scan0.ToPointer() + bmd.Stride * row; for (int col = 0; col < _drawingSurface.Width; col++) { *w++ = (byte)(heightBuffer[idx++] & 0xFF); } } } _heightMap.UnlockBits(bmd); canvasHeight.Image = _heightMap; } else if (tabs.SelectedTab == tpShadowMap && _shadowMap == null) { _shadowMap = new Bitmap(_drawingSurface.Width, _drawingSurface.Height, PixelFormat.Format8bppIndexed); // Create palette with index 0 blue, all others red ColorPalette pal = _heightMap.Palette; for (int i = 0; i <= 255; i++) { // create greyscale color table pal.Entries[i] = i == 0 ? Color.Blue : Color.Red; } _shadowMap.Palette = pal; // re-setting activates palette // Draw map var bmd = _shadowMap.LockBits(new Rectangle(0, 0, _drawingSurface.Width, _drawingSurface.Height), ImageLockMode.WriteOnly, PixelFormat.Format8bppIndexed); uint idx = 0; unsafe { for (int row = 0; row < _drawingSurface.Height; row++) { byte *w = (byte *)bmd.Scan0.ToPointer() + bmd.Stride * row; for (int col = 0; col < _drawingSurface.Width; col++) { *w++ = (byte)(_drawingSurface.IsShadow(col, row) ? 1 : 0); } } } _shadowMap.UnlockBits(bmd); canvasShadows.Image = _shadowMap; } }
public unsafe void Draw(ShpFile shp, GameObject obj, Drawable dr, DrawProperties props, DrawingSurface ds, int transLucency = 0) { shp.Initialize(); Palette p = props.PaletteOverride ?? obj.Palette; int frameIndex = props.FrameDecider(obj); if (obj.Drawable.IsActualWall) { frameIndex = ((StructureObject)obj).WallBuildingFrame; } frameIndex = DecideFrameIndex(frameIndex, shp.NumImages); if (frameIndex >= shp.Images.Count) { return; } var img = shp.GetImage(frameIndex); var imgData = img.GetImageData(); if (imgData == null || img.Width * img.Height != imgData.Length) { return; } Point offset = props.GetOffset(obj); offset.X += obj.Tile.Dx * _config.TileWidth / 2 - shp.Width / 2 + img.X; offset.Y += (obj.Tile.Dy - obj.Tile.Z) * _config.TileHeight / 2 - shp.Height / 2 + img.Y; Logger.Trace("Drawing SHP file {0} (Frame {1}) at ({2},{3})", shp.FileName, frameIndex, offset.X, offset.Y); int stride = ds.BitmapData.Stride; var heightBuffer = ds.GetHeightBuffer(); var zBuffer = ds.GetZBuffer(); var w_low = (byte *)ds.BitmapData.Scan0; byte *w_high = (byte *)ds.BitmapData.Scan0 + stride * ds.BitmapData.Height; byte *w = (byte *)ds.BitmapData.Scan0 + offset.X * 3 + stride * offset.Y; // clip to 25-50-75-100 transLucency = (transLucency / 25) * 25; float a = transLucency / 100f; float b = 1 - a; int rIdx = 0; // image pixel index int zIdx = offset.X + offset.Y * ds.Width; // z-buffer pixel index short hBufVal = (short)(obj.Tile.Z * _config.TileHeight / 2); short zOffset = (short)((obj.BottomTile.Rx + obj.BottomTile.Ry) * _config.TileHeight / 2 + props.ZAdjust); if (!dr.Flat) { hBufVal += shp.Height; } for (int y = 0; y < img.Height; y++) { if (offset.Y + y < 0) { w += stride; rIdx += img.Width; zIdx += ds.Width; continue; // out of bounds } for (int x = 0; x < img.Width; x++) { byte paletteValue = imgData[rIdx]; short zshapeOffset = obj is StructureObject ? (GetBuildingZ(x, y, shp, img, obj)) : (short)0; if (paletteValue != 0) { short zBufVal = zOffset; if (dr.Flat) { zBufVal += (short)(y - img.Height); } else if (dr.IsBuildingPart) { // nonflat building zBufVal += zshapeOffset; } else { zBufVal += img.Height; } if (w_low <= w && w < w_high /*&& zBufVal >= zBuffer[zIdx]*/) { if (transLucency != 0) { *(w + 0) = (byte)(a * *(w + 0) + b * p.Colors[paletteValue].B); *(w + 1) = (byte)(a * *(w + 1) + b * p.Colors[paletteValue].G); *(w + 2) = (byte)(a * *(w + 2) + b * p.Colors[paletteValue].R); } else { *(w + 0) = p.Colors[paletteValue].B; *(w + 1) = p.Colors[paletteValue].G; *(w + 2) = p.Colors[paletteValue].R; //var pal = Theater.Active.GetPalettes().UnitPalette.Colors; //*(w + 0) = pal[zshapeOffset].R; //*(w + 1) = pal[zshapeOffset].G; //*(w + 2) = pal[zshapeOffset].B; } zBuffer[zIdx] = zBufVal; heightBuffer[zIdx] = hBufVal; } } //else { // *(w + 0) = 0; // *(w + 1) = 0; // *(w + 2) = 255; //} // Up to the next pixel rIdx++; zIdx++; w += 3; } w += stride - 3 * img.Width; zIdx += ds.Width - img.Width; } }
public unsafe void DrawShadow(GameObject obj, ShpFile shp, DrawProperties props, DrawingSurface ds) { shp.Initialize(); int frameIndex = props.FrameDecider(obj); if (obj.Drawable.IsActualWall) { frameIndex = ((StructureObject)obj).WallBuildingFrame; } frameIndex = DecideFrameIndex(frameIndex, shp.NumImages); frameIndex += shp.Images.Count / 2; // latter half are shadow Images if (frameIndex >= shp.Images.Count) { return; } var img = shp.GetImage(frameIndex); var imgData = img.GetImageData(); if (imgData == null || img.Width * img.Height != imgData.Length) { return; } Point offset = props.GetShadowOffset(obj); offset.X += obj.Tile.Dx * _config.TileWidth / 2 - shp.Width / 2 + img.X; offset.Y += (obj.Tile.Dy - obj.Tile.Z) * _config.TileHeight / 2 - shp.Height / 2 + img.Y; Logger.Trace("Drawing SHP shadow {0} (frame {1}) at ({2},{3})", shp.FileName, frameIndex, offset.X, offset.Y); int stride = ds.BitmapData.Stride; var shadows = ds.GetShadows(); var zBuffer = ds.GetZBuffer(); var heightBuffer = ds.GetHeightBuffer(); var w_low = (byte *)ds.BitmapData.Scan0; byte *w_high = (byte *)ds.BitmapData.Scan0 + stride * ds.BitmapData.Height; byte *w = (byte *)ds.BitmapData.Scan0 + offset.X * 3 + stride * offset.Y; int zIdx = offset.X + offset.Y * ds.Width; int rIdx = 0; short zOffset = (short)((obj.Tile.Rx + obj.Tile.Ry) * _config.TileHeight / 2 - shp.Height / 2 + img.Y); int castHeight = obj.Tile.Z * _config.TileHeight / 2; if (obj.Drawable != null && !obj.Drawable.Flat) { castHeight += shp.Height; castHeight += obj.Drawable.TileElevation * _config.TileHeight / 2; } for (int y = 0; y < img.Height; y++) { if (offset.Y + y < 0) { w += stride; rIdx += img.Width; zIdx += ds.Width; continue; // out of bounds } short zBufVal = zOffset; if (obj.Drawable.Flat) { zBufVal += (short)y; } else { zBufVal += img.Height; } for (int x = 0; x < img.Width; x++) { if (0 <= offset.X + x && offset.X + x < ds.Width && 0 <= y + offset.Y && y + offset.Y < ds.Height && imgData[rIdx] != 0 && !shadows[zIdx] && // zBufVal >= zBuffer[zIdx] && castHeight >= heightBuffer[zIdx]) { *(w + 0) /= 2; *(w + 1) /= 2; *(w + 2) /= 2; shadows[zIdx] = true; } // Up to the next pixel rIdx++; zIdx++; w += 3; } w += stride - 3 * img.Width; // ... and if we're no more on the same row, zIdx += ds.Width - img.Width; // adjust the writing pointer accordingy } }
unsafe public static void Draw(ShpFile shp, GameObject obj, Drawable dr, DrawProperties props, DrawingSurface ds, int transLucency = 0) { shp.Initialize(); int frameIndex = props.FrameDecider(obj); Palette p = props.PaletteOverride ?? obj.Palette; frameIndex = DecideFrameIndex(frameIndex, shp.NumImages); if (frameIndex >= shp.Images.Count) return; var img = shp.GetImage(frameIndex); var imgData = img.GetImageData(); if (imgData == null || img.Width * img.Height != imgData.Length) return; Point offset = props.GetOffset(obj); offset.X += obj.Tile.Dx * Drawable.TileWidth / 2 - shp.Width / 2 + img.X; offset.Y += (obj.Tile.Dy - obj.Tile.Z) * Drawable.TileHeight / 2 - shp.Height / 2 + img.Y; Logger.Trace("Drawing SHP file {0} (Frame {1}) at ({2},{3})", shp.FileName, frameIndex, offset.X, offset.Y); int stride = ds.BitmapData.Stride; var heightBuffer = ds.GetHeightBuffer(); var zBuffer = ds.GetZBuffer(); var w_low = (byte*)ds.BitmapData.Scan0; byte* w_high = (byte*)ds.BitmapData.Scan0 + stride * ds.BitmapData.Height; byte* w = (byte*)ds.BitmapData.Scan0 + offset.X * 3 + stride * offset.Y; // clip to 25-50-75-100 transLucency = (transLucency / 25) * 25; float a = transLucency / 100f; float b = 1 - a; int rIdx = 0; // image pixel index int zIdx = offset.X + offset.Y * ds.Width; // z-buffer pixel index short hBufVal = (short)(obj.Tile.Z * Drawable.TileHeight / 2); short zOffset = (short)((obj.BottomTile.Rx + obj.BottomTile.Ry) * Drawable.TileHeight / 2); if (!dr.Flat) hBufVal += shp.Height; for (int y = 0; y < img.Height; y++) { if (offset.Y + y < 0) { w += stride; rIdx += img.Width; zIdx += ds.Width; continue; // out of bounds } for (int x = 0; x < img.Width; x++) { byte paletteValue = imgData[rIdx]; short zshapeOffset = obj is StructureObject ? (GetBuildingZ(x, y, shp, img, obj)) : (short)0; if (paletteValue != 0) { short zBufVal = zOffset; if (dr.Flat) zBufVal += (short)(y - img.Height); else if (dr.IsBuildingPart) { // nonflat building zBufVal += zshapeOffset; } else zBufVal += img.Height; if (w_low <= w && w < w_high /*&& zBufVal >= zBuffer[zIdx]*/) { if (transLucency != 0) { *(w + 0) = (byte)(a * *(w + 0) + b * p.Colors[paletteValue].B); *(w + 1) = (byte)(a * *(w + 1) + b * p.Colors[paletteValue].G); *(w + 2) = (byte)(a * *(w + 2) + b * p.Colors[paletteValue].R); } else { *(w + 0) = p.Colors[paletteValue].B; *(w + 1) = p.Colors[paletteValue].G; *(w + 2) = p.Colors[paletteValue].R; //var pal = Theater.Active.GetPalettes().UnitPalette.Colors; //*(w + 0) = pal[zshapeOffset].R; //*(w + 1) = pal[zshapeOffset].G; //*(w + 2) = pal[zshapeOffset].B; } zBuffer[zIdx] = zBufVal; heightBuffer[zIdx] = hBufVal; } } //else { // *(w + 0) = 0; // *(w + 1) = 0; // *(w + 2) = 255; //} // Up to the next pixel rIdx++; zIdx++; w += 3; } w += stride - 3 * img.Width; zIdx += ds.Width - img.Width; } }
unsafe public static void DrawShadow(GameObject obj, ShpFile shp, DrawProperties props, DrawingSurface ds) { int frameIndex = props.FrameDecider(obj); frameIndex = DecideFrameIndex(frameIndex, shp.NumImages); frameIndex += shp.Images.Count / 2; // latter half are shadow Images if (frameIndex >= shp.Images.Count) return; var img = shp.GetImage(frameIndex); var imgData = img.GetImageData(); if (imgData == null || img.Width * img.Height != imgData.Length) return; Point offset = props.GetShadowOffset(obj); offset.X += obj.Tile.Dx * Drawable.TileWidth / 2 - shp.Width / 2 + img.X; offset.Y += (obj.Tile.Dy - obj.Tile.Z) * Drawable.TileHeight / 2 - shp.Height / 2 + img.Y; Logger.Trace("Drawing SHP shadow {0} (frame {1}) at ({2},{3})", shp.FileName, frameIndex, offset.X, offset.Y); int stride = ds.BitmapData.Stride; var shadows = ds.GetShadows(); var zBuffer = ds.GetZBuffer(); var heightBuffer = ds.GetHeightBuffer(); var w_low = (byte*)ds.BitmapData.Scan0; byte* w_high = (byte*)ds.BitmapData.Scan0 + stride * ds.BitmapData.Height; byte* w = (byte*)ds.BitmapData.Scan0 + offset.X * 3 + stride * offset.Y; int zIdx = offset.X + offset.Y * ds.Width; int rIdx = 0; short zOffset = (short)((obj.Tile.Rx + obj.Tile.Ry) * Drawable.TileHeight / 2 - shp.Height / 2 + img.Y); int castHeight = obj.Tile.Z * Drawable.TileHeight / 2; if (obj.Drawable != null && !obj.Drawable.Flat) { castHeight += shp.Height; castHeight += obj.Drawable.TileElevation * Drawable.TileHeight / 2; } for (int y = 0; y < img.Height; y++) { if (offset.Y + y < 0) { w += stride; rIdx += img.Width; zIdx += ds.Width; continue; // out of bounds } short zBufVal = zOffset; if (obj.Drawable.Flat) zBufVal += (short)y; else zBufVal += img.Height; for (int x = 0; x < img.Width; x++) { if (w_low <= w && w < w_high && imgData[rIdx] != 0 && !shadows[zIdx] //&& zBufVal >= zBuffer[zIdx] && castHeight >= heightBuffer[zIdx] ) { *(w + 0) /= 2; *(w + 1) /= 2; *(w + 2) /= 2; shadows[zIdx] = true; } // Up to the next pixel rIdx++; zIdx++; w += 3; } w += stride - 3 * img.Width; // ... and if we're no more on the same row, zIdx += ds.Width - img.Width; // adjust the writing pointer accordingy } }