public static Rectangle GetBounds(GameObject obj, ShpFile shp, DrawProperties props) { shp.Initialize(); int frameIndex = DecideFrameIndex(props.FrameDecider(obj), shp.NumImages); var offset = new Point(-shp.Width / 2, -shp.Height / 2); Size size = new Size(0, 0); var img = shp.GetImage(frameIndex); if (img != null) { offset.Offset(img.X, img.Y); size = new Size(img.Width, img.Height); } return new Rectangle(offset, size); }
unsafe public static void DrawAlpha(GameObject obj, ShpFile shp, DrawProperties props, DrawingSurface ds) { shp.Initialize(); // Change originally implemented by Starkku: Ares supports multiframe AlphaImages, based on frame count // the direction the unit it facing. int frameIndex = props.FrameDecider(obj); var img = shp.GetImage(frameIndex); var imgData = img.GetImageData(); var c_px = (uint)(img.Width * img.Height); if (c_px <= 0 || img.Width < 0 || img.Height < 0 || frameIndex > shp.NumImages) { return; } Point offset = props.GetOffset(obj); offset.X += obj.Tile.Dx * Drawable.TileWidth / 2; offset.Y += (obj.Tile.Dy - obj.Tile.Z) * Drawable.TileHeight / 2; Logger.Trace("Drawing AlphaImage SHP file {0} (frame {1}) at ({2},{3})", shp.FileName, frameIndex, offset.X, offset.Y); int stride = ds.BitmapData.Stride; var w_low = (byte *)ds.BitmapData.Scan0; byte *w_high = (byte *)ds.BitmapData.Scan0 + stride * ds.BitmapData.Height; int dx = offset.X + Drawable.TileWidth / 2 - shp.Width / 2 + img.X, dy = offset.Y - shp.Height / 2 + img.Y; byte *w = (byte *)ds.BitmapData.Scan0 + dx * 3 + stride * dy; short zOffset = (short)((obj.Tile.Rx + obj.Tile.Ry) * Drawable.TileHeight / 2 - shp.Height / 2 + img.Y); int rIdx = 0; for (int y = 0; y < img.Height; y++) { for (int x = 0; x < img.Width; x++) { if (imgData[rIdx] != 0 && w_low <= w && w < w_high) { float mult = imgData[rIdx] / 127.0f; *(w + 0) = limit(mult, *(w + 0)); *(w + 1) = limit(mult, *(w + 1)); *(w + 2) = limit(mult, *(w + 2)); } // Up to the next pixel rIdx++; w += 3; } w += stride - 3 * img.Width; // ... and if we're no more on the same row, // adjust the writing pointer accordingy } }
public Rectangle GetBounds(GameObject obj, ShpFile shp, DrawProperties props) { shp.Initialize(); int frameIndex = DecideFrameIndex(props.FrameDecider(obj), shp.NumImages); var offset = new Point(-shp.Width / 2, -shp.Height / 2); Size size = new Size(0, 0); var img = shp.GetImage(frameIndex); if (img != null) { offset.Offset(img.X, img.Y); size = new Size(img.Width, img.Height); } return(new Rectangle(offset, size)); }
private unsafe void BlitVoxelToSurface(DrawingSurface ds, DrawingSurface vxl_ds, GameObject obj, DrawProperties props) { Point d = new Point(obj.Tile.Dx * TileWidth / 2, (obj.Tile.Dy - obj.Tile.Z) * TileHeight / 2); d.Offset(props.GetOffset(obj)); d.Offset(-vxl_ds.BitmapData.Width / 2, -vxl_ds.BitmapData.Height / 2); // rows inverted! var w_low = (byte*)ds.BitmapData.Scan0; byte* w_high = w_low + ds.BitmapData.Stride * ds.BitmapData.Height; var zBuffer = ds.GetZBuffer(); var shadowBufVxl = vxl_ds.GetShadows(); var shadowBuf = ds.GetShadows(); // int rowsTouched = 0; // short firstRowTouched = short.MaxValue; for (int y = 0; y < vxl_ds.Height; y++) { byte* src_row = (byte*)vxl_ds.BitmapData.Scan0 + vxl_ds.BitmapData.Stride * (vxl_ds.Height - y - 1); byte* dst_row = ((byte*)ds.BitmapData.Scan0 + (d.Y + y) * ds.BitmapData.Stride + d.X * 3); int zIdx = (d.Y + y) * ds.Width + d.X; if (dst_row < w_low || dst_row >= w_high) continue; for (int x = 0; x < vxl_ds.Width; x++) { // only non-transparent pixels if (*(src_row + x * 4 + 3) > 0) { *(dst_row + x * 3) = *(src_row + x * 4); *(dst_row + x * 3 + 1) = *(src_row + x * 4 + 1); *(dst_row + x * 3 + 2) = *(src_row + x * 4 + 2); // if (y < firstRowTouched) // firstRowTouched = (short)y; short zBufVal = (short)((obj.Tile.Rx + obj.Tile.Ry + obj.Tile.Z) * TileHeight / 2); if (zBufVal >= zBuffer[zIdx]) zBuffer[zIdx] = zBufVal; } // or shadows else if (shadowBufVxl[x + y * vxl_ds.Height]) { int shadIdx = (d.Y + y) * ds.Width + d.X + x; if (!shadowBuf[shadIdx]) { *(dst_row + x * 3) /= 2; *(dst_row + x * 3 + 1) /= 2; *(dst_row + x * 3 + 2) /= 2; shadowBuf[shadIdx] = true; } } zIdx++; } } }
public static Rectangle GetBounds(GameObject obj, VxlFile vxl, HvaFile hva, DrawProperties props) { vxl.Initialize(); hva.Initialize(); float direction = (obj is OwnableObject) ? (obj as OwnableObject).Direction : 0; float objectRotation = 45f - direction / 256f * 360f; // convert game rotation to world degrees var world = Matrix4.CreateRotationX(MathHelper.DegreesToRadians(60)); world = Matrix4.CreateRotationZ(MathHelper.DegreesToRadians(objectRotation)) * world; // object facing world = Matrix4.Scale(0.25f, 0.25f, 0.25f) * world; // art.ini TurretOffset value positions some voxel parts over our x-axis world = Matrix4.CreateTranslation(0.18f * props.TurretVoxelOffset, 0, 0) * world; var camera = Matrix4.CreatePerspectiveFieldOfView(MathHelper.DegreesToRadians(30), 1f, 1, 100); world = world * camera; Rectangle ret = Rectangle.Empty; foreach (var section in vxl.Sections) { var frameRot = hva.LoadGLMatrix(section.Index); frameRot.M41 *= section.HVAMultiplier * section.ScaleX; frameRot.M42 *= section.HVAMultiplier * section.ScaleY; frameRot.M43 *= section.HVAMultiplier * section.ScaleZ; var frameTransl = Matrix4.CreateTranslation(section.MinBounds); var frame = frameTransl * frameRot * world; // floor rect of the bounding box Vector3 floorTopLeft = new Vector3(0, 0, 0); Vector3 floorTopRight = new Vector3(section.SpanX, 0, 0); Vector3 floorBottomRight = new Vector3(section.SpanX, section.SpanY, 0); Vector3 floorBottomLeft = new Vector3(0, section.SpanY, 0); // ceil rect of the bounding box Vector3 ceilTopLeft = new Vector3(0, 0, section.SpanZ); Vector3 ceilTopRight = new Vector3(section.SpanX, 0, section.SpanZ); Vector3 ceilBottomRight = new Vector3(section.SpanX, section.SpanY, section.SpanZ); Vector3 ceilBottomLeft = new Vector3(0, section.SpanY, section.SpanZ); // apply transformations floorTopLeft = Vector3.Transform(floorTopLeft, frame); floorTopRight = Vector3.Transform(floorTopRight, frame); floorBottomRight = Vector3.Transform(floorBottomRight, frame); floorBottomLeft = Vector3.Transform(floorBottomLeft, frame); ceilTopLeft = Vector3.Transform(ceilTopLeft, frame); ceilTopRight = Vector3.Transform(ceilTopRight, frame); ceilBottomRight = Vector3.Transform(ceilBottomRight, frame); ceilBottomLeft = Vector3.Transform(ceilBottomLeft, frame); int FminX = (int)Math.Floor(Math.Min(Math.Min(Math.Min(floorTopLeft.X, floorTopRight.X), floorBottomRight.X), floorBottomLeft.X)); int FmaxX = (int)Math.Ceiling(Math.Max(Math.Max(Math.Max(floorTopLeft.X, floorTopRight.X), floorBottomRight.X), floorBottomLeft.X)); int FminY = (int)Math.Floor(Math.Min(Math.Min(Math.Min(floorTopLeft.Y, floorTopRight.Y), floorBottomRight.Y), floorBottomLeft.Y)); int FmaxY = (int)Math.Ceiling(Math.Max(Math.Max(Math.Max(floorTopLeft.Y, floorTopRight.Y), floorBottomRight.Y), floorBottomLeft.Y)); int TminX = (int)Math.Floor(Math.Min(Math.Min(Math.Min(ceilTopLeft.X, ceilTopRight.X), ceilBottomRight.X), ceilBottomLeft.X)); int TmaxX = (int)Math.Ceiling(Math.Max(Math.Max(Math.Max(ceilTopLeft.X, ceilTopRight.X), ceilBottomRight.X), ceilBottomLeft.X)); int TminY = (int)Math.Floor(Math.Min(Math.Min(Math.Min(ceilTopLeft.Y, ceilTopRight.Y), ceilBottomRight.Y), ceilBottomLeft.Y)); int TmaxY = (int)Math.Ceiling(Math.Max(Math.Max(Math.Max(ceilTopLeft.Y, ceilTopRight.Y), ceilBottomRight.Y), ceilBottomLeft.Y)); int minX = Math.Min(FminX, TminX); int maxX = Math.Max(FmaxX, TmaxX); int minY = Math.Min(FminY, TminY); int maxY = Math.Max(FmaxY, TmaxY); ret = Rectangle.Union(ret, Rectangle.FromLTRB(minX, minY, maxX, maxY)); } // return new Rectangle(-ret.Width / 2, -ret.Height / 2, ret.Width, ret.Height); return(ret); }
public DrawingSurface Render(VxlFile vxl, HvaFile hva, GameObject obj, DrawProperties props) { if (!_isInit) { Initialize(); } if (!_canRender) { Logger.Warn("Not rendering {0} because no OpenGL context could be obtained", vxl.FileName); return(null); } Logger.Debug("Rendering voxel {0}", vxl.FileName); vxl.Initialize(); hva.Initialize(); GL.Viewport(0, 0, _surface.BitmapData.Width, _surface.BitmapData.Height); GL.Clear(ClearBufferMask.DepthBufferBit | ClearBufferMask.ColorBufferBit); // RA2 uses dimetric projection with camera elevated 30° off the ground GL.MatrixMode(MatrixMode.Projection); var persp = Matrix4.CreatePerspectiveFieldOfView(MathHelper.DegreesToRadians(30), _surface.BitmapData.Width / (float)_surface.BitmapData.Height, 1, _surface.BitmapData.Height); GL.LoadMatrix(ref persp); GL.MatrixMode(MatrixMode.Modelview); #if DEBUG /* * GL.PushMatrix(); * GL.LineWidth(4); * GL.Color3(Color.Red); * GL.Begin(BeginMode.Lines); * GL.Vertex3(-100, 0, 0); * GL.Vertex3(100, 0, 0); * GL.End(); * GL.Color3(Color.Green); * GL.Begin(BeginMode.Lines); * GL.Vertex3(0, -100, 0); * GL.Vertex3(0, 100, 0); * GL.End(); * GL.Color3(Color.White); * GL.Begin(BeginMode.Lines); * GL.Vertex3(0, 0, -100); * GL.Vertex3(0, 0, 100); * GL.End(); * GL.PopMatrix();*/ #endif var lookat = Matrix4.LookAt(0, 0, -10, 0, 0, 0, 0, 1, 0); GL.LoadMatrix(ref lookat); GL.Translate(0, 0, 10); float direction = (obj is OwnableObject) ? (obj as OwnableObject).Direction : 0; float objectRotation = 45f - direction / 256f * 360f; // convert game rotation to world degrees var world = Matrix4.CreateRotationX(MathHelper.DegreesToRadians(60)); world = Matrix4.CreateRotationY(MathHelper.DegreesToRadians(180)) * world; // this is how the game places voxels flat on the world world = Matrix4.CreateRotationZ(MathHelper.DegreesToRadians(objectRotation)) * world; // object facing world = Matrix4.Scale(0.028f, 0.028f, 0.028f) * world; // art.ini TurretOffset value positions some voxel parts over our x-axis world = Matrix4.CreateTranslation(0.18f * props.TurretVoxelOffset, 0, 0) * world; GL.MultMatrix(ref world); // direction of light vector given by pitch & yaw float pitch = MathHelper.DegreesToRadians(210); float yaw = MathHelper.DegreesToRadians(120); // helps to find good pitch/yaw /*var colors = new[] { Color.Red, Color.Green, Color.Blue, Color.Yellow, Color.Orange, Color.Black, Color.Purple, Color.SlateBlue, Color.DimGray, Color.White, Color.Teal, Color.Tan }; * for (int i = 0; i < 360; i += 30) { * for (int j = 0; j < 360; j += 30) { * GL.Color3(colors[i / 30]); * var shadowTransform2 = * Matrix4.CreateRotationZ(MathHelper.DegreesToRadians(210)) * Matrix4.CreateRotationY(MathHelper.DegreesToRadians(120)); * GL.LineWidth(2); * GL.Begin(BeginMode.Lines); * GL.Vertex3(0, 0, 0); * GL.Vertex3(Vector3.Multiply(ExtractRotationVector(ToOpenGL(Matrix4.Invert(world * shadowTransform2))), 100f)); * GL.End(); * } * }*/ var shadowTransform = Matrix4.CreateRotationZ(pitch) * Matrix4.CreateRotationY(yaw); foreach (var section in vxl.Sections) { GL.PushMatrix(); var frameRot = hva.LoadGLMatrix(section.Index); frameRot.M41 *= section.HVAMultiplier * section.ScaleX; frameRot.M42 *= section.HVAMultiplier * section.ScaleY; frameRot.M43 *= section.HVAMultiplier * section.ScaleZ; var frameTransl = Matrix4.CreateTranslation(section.MinBounds); var frame = frameTransl * frameRot; GL.MultMatrix(ref frame); // undo world transformations on light direction var lightDirection = ExtractRotationVector(ToOpenGL(Matrix4.Invert(world * frame * shadowTransform))); // draw line in direction light comes from /*GL.Color3(Color.Red); * GL.LineWidth(4f); * GL.Begin(BeginMode.Lines); * GL.Vertex3(0, 0, 0); * GL.Vertex3(Vector3.Multiply(lightDirection, 100f)); * GL.End();*/ GL.Begin(BeginMode.Quads); for (uint x = 0; x != section.SizeX; x++) { for (uint y = 0; y != section.SizeY; y++) { foreach (VxlFile.Voxel vx in section.Spans[x, y].Voxels) { Color color = obj.Palette.Colors[vx.ColorIndex]; Vector3 normal = section.GetNormal(vx.NormalIndex); // shader function taken from https://github.com/OpenRA/OpenRA/blob/bleed/cg/vxl.fx // thanks to pchote for a LOT of help getting it right Vector3 colorMult = Vector3.Add(Ambient, Diffuse * Math.Max(Vector3.Dot(normal, lightDirection), 0f)); GL.Color3( (byte)Math.Min(255, color.R * colorMult.X), (byte)Math.Min(255, color.G * colorMult.Y), (byte)Math.Min(255, color.B * colorMult.Z)); Vector3 vxlPos = Vector3.Multiply(new Vector3(x, y, vx.Z), section.Scale); RenderVoxel(vxlPos); /* draw line in normal direction * if (r.Next(100) == 4) { * float m = Math.Max(Vector3.Dot(normal, lightDirection), 0f); * GL.Color3(m, m, m); * GL.LineWidth(1); * GL.Begin(BeginMode.Lines); * GL.Vertex3(new Vector3(x, y, vx.Z)); * GL.Vertex3(new Vector3(x, y, vx.Z) + Vector3.Multiply(normal, 100f)); * GL.End(); * }*/ } } } GL.End(); GL.PopMatrix(); } // read pixels back to surface GL.ReadPixels(0, 0, _surface.BitmapData.Width, _surface.BitmapData.Height, OpenTK.Graphics.OpenGL.PixelFormat.Bgra, PixelType.UnsignedByte, _surface.BitmapData.Scan0); return(_surface); }
public DrawingSurface Render(VxlFile vxl, HvaFile hva, GameObject obj, DrawProperties props) { if (!_isInit) { Initialize(); } if (!_canRender) { Logger.Warn("Not rendering {0} because no OpenGL context could be obtained", vxl.FileName); return(null); } Logger.Debug("Rendering voxel {0}", vxl.FileName); vxl.Initialize(); hva.Initialize(); GL.Viewport(0, 0, _surface.BitmapData.Width, _surface.BitmapData.Height); GL.Clear(ClearBufferMask.DepthBufferBit | ClearBufferMask.ColorBufferBit); // RA2 uses dimetric projection with camera elevated 30° off the ground GL.MatrixMode(MatrixMode.Projection); var persp = Matrix4.CreatePerspectiveFieldOfView(MathHelper.DegreesToRadians(30), _surface.BitmapData.Width / (float)_surface.BitmapData.Height, 1, _surface.BitmapData.Height); GL.LoadMatrix(ref persp); GL.MatrixMode(MatrixMode.Modelview); GL.LoadIdentity(); var lookat = Matrix4.LookAt(0, 0, -10, 0, 0, 0, 0, 1, 0); GL.MultMatrix(ref lookat); var trans = Matrix4.CreateTranslation(0, 0, 10); GL.MultMatrix(ref trans); // align and zoom var world = Matrix4.CreateRotationX(MathHelper.DegreesToRadians(60)); world = Matrix4.CreateRotationY(MathHelper.DegreesToRadians(180)) * world; world = Matrix4.CreateRotationZ(MathHelper.DegreesToRadians(-45)) * world; world = Matrix4.Scale(0.028f, 0.028f, 0.028f) * world; GL.MultMatrix(ref world); // DrawAxes(); // determine tilt vectors Matrix4 tilt = Matrix4.Identity; int tiltPitch = 0, tiltYaw = 0; if (obj.Tile.Drawable != null) { var img = (obj.Tile.Drawable as TileDrawable).GetTileImage(obj.Tile); int ramp = img?.RampType ?? 0; if (ramp == 0 || ramp >= 17) { tiltPitch = tiltYaw = 0; } else if (ramp <= 4) { // screen-diagonal facings (perpendicular to axes) tiltPitch = 25; tiltYaw = -90 * ramp; } else { // world-diagonal facings (perpendicular to screen) tiltPitch = 25; tiltYaw = 225 - 90 * ((ramp - 1) % 4); } tilt *= Matrix4.CreateRotationX(MathHelper.DegreesToRadians(tiltPitch)); tilt *= Matrix4.CreateRotationZ(MathHelper.DegreesToRadians(tiltYaw)); /*// show tilt direction * GL.Color3(Color.Black); * GL.Begin(BeginMode.Lines); * GL.Vertex3(Vector3.Zero); * var tiltVec = Vector3.UnitZ; * tiltVec = Vector3.Transform(tiltVec, tilt); * tiltVec = Vector3.Multiply(tiltVec, 1000f); * GL.Vertex3(tiltVec); * GL.End();*/ } /*// draw slope normals * GL.LineWidth(2); * var colors = new[] { Color.Red, Color.Green, Color.Blue, Color.Yellow, Color.Orange, Color.Black, Color.Purple, Color.SlateBlue, Color.DimGray, Color.White, Color.Teal, Color.Tan }; * for (int i = 0; i < 8; i++) { * GL.Color3(colors[i]); * * const float roll = 25f; * float syaw = 45f * i; * var slopeNormal = Vector3.UnitZ; * slopeNormal = Vector3.Transform(slopeNormal, Matrix4.CreateRotationX(MathHelper.DegreesToRadians(roll))); * slopeNormal = Vector3.Transform(slopeNormal, Matrix4.CreateRotationZ(MathHelper.DegreesToRadians(syaw))); * GL.Begin(BeginMode.Lines); * GL.Vertex3(0, 0, 0); * GL.Vertex3(Vector3.Multiply(slopeNormal, 1000f)); * GL.End(); * }*/ // object rotation around Z float direction = (obj is OwnableObject) ? (obj as OwnableObject).Direction : 0; float objectRotation = 90 - direction / 256f * 360f - tiltYaw; // convert game rotation to world degrees Matrix4 @object = Matrix4.CreateRotationZ(MathHelper.DegreesToRadians(objectRotation)) * tilt; // object facing // art.ini TurretOffset value positions some voxel parts over our x-axis @object = Matrix4.CreateTranslation(0.18f * props.TurretVoxelOffset, 0, 0) * @object; GL.MultMatrix(ref @object); // DrawAxes(); float pitch = MathHelper.DegreesToRadians(210); float yaw = MathHelper.DegreesToRadians(120); /*// helps to find good pitch/yaw * // direction of light vector given by pitch & yaw * for (int i = 0; i < 360; i += 30) { * for (int j = 0; j < 360; j += 30) { * GL.Color3(colors[i / 30]); * var shadowTransform2 = * Matrix4.CreateRotationZ(MathHelper.DegreesToRadians(i)) * Matrix4.CreateRotationY(MathHelper.DegreesToRadians(j)); * GL.LineWidth(2); * GL.Begin(BeginMode.Lines); * GL.Vertex3(0, 0, 0); * GL.Vertex3(Vector3.Multiply(ExtractRotationVector(ToOpenGL(Matrix4.Invert(world * shadowTransform2))), 100f)); * GL.End(); * } * }*/ var shadowTransform = Matrix4.CreateRotationZ(pitch) * Matrix4.CreateRotationY(yaw); // clear shadowbuf var shadBuf = _surface.GetShadows(); Array.Clear(shadBuf, 0, shadBuf.Length); foreach (var section in vxl.Sections) { GL.PushMatrix(); var frameRot = hva.LoadGLMatrix(section.Index); frameRot.M41 *= section.HVAMultiplier * section.ScaleX; frameRot.M42 *= section.HVAMultiplier * section.ScaleY; frameRot.M43 *= section.HVAMultiplier * section.ScaleZ; var frameTransl = Matrix4.CreateTranslation(section.MinBounds); var frame = frameTransl * frameRot; GL.MultMatrix(ref frame); var shadowScale = Matrix4.Scale(0.5f); //var shadowTilt = null; var shadowToScreen = frameTransl * shadowScale * frameRot * (@object * world) * trans * lookat; // undo world transformations on light direction var v = @object * world * frame * shadowTransform; var lightDirection = (v.Determinant != 0.0) ? ExtractRotationVector(ToOpenGL(Matrix4.Invert(v))) : Vector3.Zero; // draw line in direction light comes from /*GL.Color3(Color.Red); * GL.LineWidth(4f); * GL.Begin(BeginMode.Lines); * GL.Vertex3(0, 0, 0); * GL.Vertex3(Vector3.Multiply(lightDirection, 100f)); * GL.End();*/ GL.Begin(BeginMode.Quads); for (uint x = 0; x != section.SizeX; x++) { for (uint y = 0; y != section.SizeY; y++) { foreach (VxlFile.Voxel vx in section.Spans[x, y].Voxels) { Color color = obj.Palette.Colors[vx.ColorIndex]; Vector3 normal = section.GetNormal(vx.NormalIndex); // shader function taken from https://github.com/OpenRA/OpenRA/blob/bleed/cg/vxl.fx // thanks to pchote for a LOT of help getting it right Vector3 colorMult = Vector3.Add(Ambient, Diffuse * Math.Max(Vector3.Dot(normal, lightDirection), 0f)); GL.Color3( (byte)Math.Min(255, color.R * colorMult.X), (byte)Math.Min(255, color.G * colorMult.Y), (byte)Math.Min(255, color.B * colorMult.Z)); Vector3 vxlPos = Vector3.Multiply(new Vector3(x, y, vx.Z), section.Scale); RenderVoxel(vxlPos); var shadpos = new Vector3(x, y, 0); var screenPos = Vector3.Transform(shadpos, shadowToScreen); screenPos = Vector3.Transform(screenPos, persp); screenPos.X /= screenPos.Z; screenPos.Y /= screenPos.Z; screenPos.X = (screenPos.X + 1) * _surface.Width / 2; screenPos.Y = (screenPos.Y + 1) * _surface.Height / 2; if (0 <= screenPos.X && screenPos.X < _surface.Width && 0 <= screenPos.Y && screenPos.Y < _surface.Height) { shadBuf[(int)screenPos.X + (_surface.Height - 1 - (int)screenPos.Y) * _surface.Width] = true; } /* draw line in normal direction * if (r.Next(100) == 4) { * float m = Math.Max(Vector3.Dot(normal, lightDirection), 0f); * GL.Color3(m, m, m); * GL.LineWidth(1); * GL.Begin(BeginMode.Lines); * GL.Vertex3(new Vector3(x, y, vx.Z)); * GL.Vertex3(new Vector3(x, y, vx.Z) + Vector3.Multiply(normal, 100f)); * GL.End(); * }*/ } } } GL.End(); GL.PopMatrix(); } // read pixels back to surface GL.ReadPixels(0, 0, _surface.BitmapData.Width, _surface.BitmapData.Height, OpenTK.Graphics.OpenGL.PixelFormat.Bgra, PixelType.UnsignedByte, _surface.BitmapData.Scan0); return(_surface); }
public static Rectangle GetBounds(GameObject obj, VxlFile vxl, HvaFile hva, DrawProperties props) { vxl.Initialize(); hva.Initialize(); float direction = (obj is OwnableObject) ? (obj as OwnableObject).Direction : 0; float objectRotation = 45f - direction / 256f * 360f; // convert game rotation to world degrees var world = Matrix4.CreateRotationX(MathHelper.DegreesToRadians(60)); world = Matrix4.CreateRotationZ(MathHelper.DegreesToRadians(objectRotation)) * world; // object facing world = Matrix4.Scale(0.25f, 0.25f, 0.25f) * world; // art.ini TurretOffset value positions some voxel parts over our x-axis world = Matrix4.CreateTranslation(0.18f * props.TurretVoxelOffset, 0, 0) * world; var camera = Matrix4.CreatePerspectiveFieldOfView(MathHelper.DegreesToRadians(30), 1f, 1, 100); world = world * camera; Rectangle ret = Rectangle.Empty; foreach (var section in vxl.Sections) { var frameRot = hva.LoadGLMatrix(section.Index); frameRot.M41 *= section.HVAMultiplier * section.ScaleX; frameRot.M42 *= section.HVAMultiplier * section.ScaleY; frameRot.M43 *= section.HVAMultiplier * section.ScaleZ; var minbounds = new Vector3(section.MinBounds); if (props.HasShadow) minbounds.Z = -100; var frameTransl = Matrix4.CreateTranslation(minbounds); var frame = frameTransl * frameRot * world; // floor rect of the bounding box Vector3 floorTopLeft = new Vector3(0, 0, 0); Vector3 floorTopRight = new Vector3(section.SpanX, 0, 0); Vector3 floorBottomRight = new Vector3(section.SpanX, section.SpanY, 0); Vector3 floorBottomLeft = new Vector3(0, section.SpanY, 0); // ceil rect of the bounding box Vector3 ceilTopLeft = new Vector3(0, 0, section.SpanZ); Vector3 ceilTopRight = new Vector3(section.SpanX, 0, section.SpanZ); Vector3 ceilBottomRight = new Vector3(section.SpanX, section.SpanY, section.SpanZ); Vector3 ceilBottomLeft = new Vector3(0, section.SpanY, section.SpanZ); // apply transformations floorTopLeft = Vector3.Transform(floorTopLeft, frame); floorTopRight = Vector3.Transform(floorTopRight, frame); floorBottomRight = Vector3.Transform(floorBottomRight, frame); floorBottomLeft = Vector3.Transform(floorBottomLeft, frame); ceilTopLeft = Vector3.Transform(ceilTopLeft, frame); ceilTopRight = Vector3.Transform(ceilTopRight, frame); ceilBottomRight = Vector3.Transform(ceilBottomRight, frame); ceilBottomLeft = Vector3.Transform(ceilBottomLeft, frame); int FminX = (int)Math.Floor(Math.Min(Math.Min(Math.Min(floorTopLeft.X, floorTopRight.X), floorBottomRight.X), floorBottomLeft.X)); int FmaxX = (int)Math.Ceiling(Math.Max(Math.Max(Math.Max(floorTopLeft.X, floorTopRight.X), floorBottomRight.X), floorBottomLeft.X)); int FminY = (int)Math.Floor(Math.Min(Math.Min(Math.Min(floorTopLeft.Y, floorTopRight.Y), floorBottomRight.Y), floorBottomLeft.Y)); int FmaxY = (int)Math.Ceiling(Math.Max(Math.Max(Math.Max(floorTopLeft.Y, floorTopRight.Y), floorBottomRight.Y), floorBottomLeft.Y)); int TminX = (int)Math.Floor(Math.Min(Math.Min(Math.Min(ceilTopLeft.X, ceilTopRight.X), ceilBottomRight.X), ceilBottomLeft.X)); int TmaxX = (int)Math.Ceiling(Math.Max(Math.Max(Math.Max(ceilTopLeft.X, ceilTopRight.X), ceilBottomRight.X), ceilBottomLeft.X)); int TminY = (int)Math.Floor(Math.Min(Math.Min(Math.Min(ceilTopLeft.Y, ceilTopRight.Y), ceilBottomRight.Y), ceilBottomLeft.Y)); int TmaxY = (int)Math.Ceiling(Math.Max(Math.Max(Math.Max(ceilTopLeft.Y, ceilTopRight.Y), ceilBottomRight.Y), ceilBottomLeft.Y)); int minX = Math.Min(FminX, TminX); int maxX = Math.Max(FmaxX, TmaxX); int minY = Math.Min(FminY, TminY); int maxY = Math.Max(FmaxY, TmaxY); ret = Rectangle.Union(ret, Rectangle.FromLTRB(minX, minY, maxX, maxY)); } // return new Rectangle(-ret.Width / 2, -ret.Height / 2, ret.Width, ret.Height); return ret; }
public DrawingSurface Render(VxlFile vxl, HvaFile hva, GameObject obj, DrawProperties props) { if (!_isInit) Initialize(); if (!_canRender) { Logger.Warn("Not rendering {0} because no OpenGL context could be obtained", vxl.FileName); return null; } Logger.Debug("Rendering voxel {0}", vxl.FileName); vxl.Initialize(); hva.Initialize(); GL.Viewport(0, 0, _surface.BitmapData.Width, _surface.BitmapData.Height); GL.Clear(ClearBufferMask.DepthBufferBit | ClearBufferMask.ColorBufferBit); // RA2 uses dimetric projection with camera elevated 30° off the ground GL.MatrixMode(MatrixMode.Projection); var persp = Matrix4.CreatePerspectiveFieldOfView(MathHelper.DegreesToRadians(30), _surface.BitmapData.Width / (float)_surface.BitmapData.Height, 1, _surface.BitmapData.Height); GL.LoadMatrix(ref persp); GL.MatrixMode(MatrixMode.Modelview); GL.LoadIdentity(); var lookat = Matrix4.LookAt(0, 0, -10, 0, 0, 0, 0, 1, 0); GL.MultMatrix(ref lookat); var trans = Matrix4.CreateTranslation(0, 0, 10); GL.MultMatrix(ref trans); // align and zoom var world = Matrix4.CreateRotationX(MathHelper.DegreesToRadians(60)); world = Matrix4.CreateRotationY(MathHelper.DegreesToRadians(180)) * world; world = Matrix4.CreateRotationZ(MathHelper.DegreesToRadians(-45)) * world; world = Matrix4.Scale(0.028f, 0.028f, 0.028f) * world; GL.MultMatrix(ref world); // DrawAxes(); // determine tilt vectors Matrix4 tilt; int tiltPitch, tiltYaw; if (true) { int ramp = (obj.Tile.Drawable as TileDrawable).GetTileImage(obj.Tile).RampType; if (ramp == 0 || ramp >= 17) { tiltPitch = tiltYaw = 0; } else if (ramp <= 4) { // screen-diagonal facings (perpendicular to axes) tiltPitch = 25; tiltYaw = -90 * ramp; } else { // world-diagonal facings (perpendicular to screen) tiltPitch = 25; tiltYaw = 225 - 90 * ((ramp - 1) % 4); } tilt = Matrix4.CreateRotationX(MathHelper.DegreesToRadians(tiltPitch)); tilt *= Matrix4.CreateRotationZ(MathHelper.DegreesToRadians(tiltYaw)); /*// show tilt direction GL.Color3(Color.Black); GL.Begin(BeginMode.Lines); GL.Vertex3(Vector3.Zero); var tiltVec = Vector3.UnitZ; tiltVec = Vector3.Transform(tiltVec, tilt); tiltVec = Vector3.Multiply(tiltVec, 1000f); GL.Vertex3(tiltVec); GL.End();*/ } /*// draw slope normals GL.LineWidth(2); var colors = new[] { Color.Red, Color.Green, Color.Blue, Color.Yellow, Color.Orange, Color.Black, Color.Purple, Color.SlateBlue, Color.DimGray, Color.White, Color.Teal, Color.Tan }; for (int i = 0; i < 8; i++) { GL.Color3(colors[i]); const float roll = 25f; float syaw = 45f * i; var slopeNormal = Vector3.UnitZ; slopeNormal = Vector3.Transform(slopeNormal, Matrix4.CreateRotationX(MathHelper.DegreesToRadians(roll))); slopeNormal = Vector3.Transform(slopeNormal, Matrix4.CreateRotationZ(MathHelper.DegreesToRadians(syaw))); GL.Begin(BeginMode.Lines); GL.Vertex3(0, 0, 0); GL.Vertex3(Vector3.Multiply(slopeNormal, 1000f)); GL.End(); }*/ // object rotation around Z float direction = (obj is OwnableObject) ? (obj as OwnableObject).Direction : 0; float objectRotation = 90 - direction / 256f * 360f - tiltYaw; // convert game rotation to world degrees Matrix4 @object = Matrix4.CreateRotationZ(MathHelper.DegreesToRadians(objectRotation)) * tilt; // object facing // art.ini TurretOffset value positions some voxel parts over our x-axis @object = Matrix4.CreateTranslation(0.18f * props.TurretVoxelOffset, 0, 0) * @object; GL.MultMatrix(ref @object); // DrawAxes(); float pitch = MathHelper.DegreesToRadians(210); float yaw = MathHelper.DegreesToRadians(120); /*// helps to find good pitch/yaw // direction of light vector given by pitch & yaw for (int i = 0; i < 360; i += 30) { for (int j = 0; j < 360; j += 30) { GL.Color3(colors[i / 30]); var shadowTransform2 = Matrix4.CreateRotationZ(MathHelper.DegreesToRadians(i)) * Matrix4.CreateRotationY(MathHelper.DegreesToRadians(j)); GL.LineWidth(2); GL.Begin(BeginMode.Lines); GL.Vertex3(0, 0, 0); GL.Vertex3(Vector3.Multiply(ExtractRotationVector(ToOpenGL(Matrix4.Invert(world * shadowTransform2))), 100f)); GL.End(); } }*/ var shadowTransform = Matrix4.CreateRotationZ(pitch) * Matrix4.CreateRotationY(yaw); // clear shadowbuf var shadBuf = _surface.GetShadows(); Array.Clear(shadBuf, 0, shadBuf.Length); foreach (var section in vxl.Sections) { GL.PushMatrix(); var frameRot = hva.LoadGLMatrix(section.Index); frameRot.M41 *= section.HVAMultiplier * section.ScaleX; frameRot.M42 *= section.HVAMultiplier * section.ScaleY; frameRot.M43 *= section.HVAMultiplier * section.ScaleZ; var frameTransl = Matrix4.CreateTranslation(section.MinBounds); var frame = frameTransl * frameRot; GL.MultMatrix(ref frame); var shadowScale = Matrix4.Scale(0.5f); //var shadowTilt = null; var shadowToScreen = frameTransl * shadowScale * frameRot * (@object * world) * trans * lookat; // undo world transformations on light direction var lightDirection = ExtractRotationVector(ToOpenGL(Matrix4.Invert((@object * world) * frame * shadowTransform))); // draw line in direction light comes from /*GL.Color3(Color.Red); GL.LineWidth(4f); GL.Begin(BeginMode.Lines); GL.Vertex3(0, 0, 0); GL.Vertex3(Vector3.Multiply(lightDirection, 100f)); GL.End();*/ GL.Begin(BeginMode.Quads); for (uint x = 0; x != section.SizeX; x++) { for (uint y = 0; y != section.SizeY; y++) { foreach (VxlFile.Voxel vx in section.Spans[x, y].Voxels) { Color color = obj.Palette.Colors[vx.ColorIndex]; Vector3 normal = section.GetNormal(vx.NormalIndex); // shader function taken from https://github.com/OpenRA/OpenRA/blob/bleed/cg/vxl.fx // thanks to pchote for a LOT of help getting it right Vector3 colorMult = Vector3.Add(Ambient, Diffuse * Math.Max(Vector3.Dot(normal, lightDirection), 0f)); GL.Color3( (byte)Math.Min(255, color.R * colorMult.X), (byte)Math.Min(255, color.G * colorMult.Y), (byte)Math.Min(255, color.B * colorMult.Z)); Vector3 vxlPos = Vector3.Multiply(new Vector3(x, y, vx.Z), section.Scale); RenderVoxel(vxlPos); var shadpos = new Vector3(x, y, 0); var screenPos = Vector3.Transform(shadpos, shadowToScreen); screenPos = Vector3.Transform(screenPos, persp); screenPos.X /= screenPos.Z; screenPos.Y /= screenPos.Z; screenPos.X = (screenPos.X + 1) * _surface.Width / 2; screenPos.Y = (screenPos.Y + 1) * _surface.Height / 2; if (0 <= screenPos.X && screenPos.X < _surface.Width && 0 <= screenPos.Y && screenPos.Y < _surface.Height) shadBuf[(int)screenPos.X + (_surface.Height - 1 - (int)screenPos.Y) * _surface.Width] = true; /* draw line in normal direction if (r.Next(100) == 4) { float m = Math.Max(Vector3.Dot(normal, lightDirection), 0f); GL.Color3(m, m, m); GL.LineWidth(1); GL.Begin(BeginMode.Lines); GL.Vertex3(new Vector3(x, y, vx.Z)); GL.Vertex3(new Vector3(x, y, vx.Z) + Vector3.Multiply(normal, 100f)); GL.End(); }*/ } } } GL.End(); GL.PopMatrix(); } // read pixels back to surface GL.ReadPixels(0, 0, _surface.BitmapData.Width, _surface.BitmapData.Height, OpenTK.Graphics.OpenGL.PixelFormat.Bgra, PixelType.UnsignedByte, _surface.BitmapData.Scan0); return _surface; }
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 } }
private static byte GetBuildingZ(int x, int y, ShpFile shp, ShpFile.ShpImage img, GameObject obj, DrawProperties props) { if (BuildingZ == null) { BuildingZ = VFS.Open <ShpFile>("buildngz.shp"); BuildingZ.Initialize(); } var zImg = BuildingZ.GetImage(0); byte[] zData = zImg.GetImageData(); // center x x += zImg.Width / 2; x += obj.Drawable.Foundation.Width * Drawable.TileHeight / 2; // align y y += zImg.Height - shp.Height; // y += props.ZAdjust; return(zData[y * zImg.Width + x]); }
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 DrawAlpha(GameObject obj, ShpFile shp, DrawProperties props, DrawingSurface ds) { shp.Initialize(); // Change originally implemented by Starkku: Ares supports multiframe AlphaImages, based on frame count // the direction the unit it facing. int frameIndex = props.FrameDecider(obj); var img = shp.GetImage(frameIndex); var imgData = img.GetImageData(); var c_px = (uint)(img.Width * img.Height); if (c_px <= 0 || img.Width < 0 || img.Height < 0 || frameIndex > shp.NumImages) return; Point offset = props.GetOffset(obj); offset.X += obj.Tile.Dx * Drawable.TileWidth / 2; offset.Y += (obj.Tile.Dy - obj.Tile.Z) * Drawable.TileHeight / 2; Logger.Trace("Drawing AlphaImage SHP file {0} (frame {1}) at ({2},{3})", shp.FileName, frameIndex, offset.X, offset.Y); int stride = ds.BitmapData.Stride; var w_low = (byte*)ds.BitmapData.Scan0; byte* w_high = (byte*)ds.BitmapData.Scan0 + stride * ds.BitmapData.Height; int dx = offset.X + Drawable.TileWidth / 2 - shp.Width / 2 + img.X, dy = offset.Y - shp.Height / 2 + img.Y; byte* w = (byte*)ds.BitmapData.Scan0 + dx * 3 + stride * dy; short zOffset = (short)((obj.Tile.Rx + obj.Tile.Ry) * Drawable.TileHeight / 2 - shp.Height / 2 + img.Y); int rIdx = 0; for (int y = 0; y < img.Height; y++) { for (int x = 0; x < img.Width; x++) { if (imgData[rIdx] != 0 && w_low <= w && w < w_high) { float mult = imgData[rIdx] / 127.0f; *(w + 0) = limit(mult, *(w + 0)); *(w + 1) = limit(mult, *(w + 1)); *(w + 2) = limit(mult, *(w + 2)); } // Up to the next pixel rIdx++; w += 3; } w += stride - 3 * img.Width; // ... and if we're no more on the same row, // adjust the writing pointer accordingy } }
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 } }
private AnimDrawable LoadExtraImage(string extraImage, DrawProperties inheritProps) { string animSection = Art.ReadString(extraImage); if (animSection == "") return null; IniFile.IniSection extraRules = OwnerCollection.Rules.GetOrCreateSection(animSection); IniFile.IniSection extraArt = OwnerCollection.Art.GetOrCreateSection(animSection); var anim = new AnimDrawable(extraRules, extraArt); anim.OwnerCollection = OwnerCollection; anim.LoadFromRules(); anim.NewTheater = this.NewTheater; if (extraArt.HasKey("YSortAdjust") || Art.HasKey(extraImage + "YSort") || extraArt.HasKey("ZAdjust") || Art.HasKey(extraImage + "ZAdjust")) anim.Props.SortIndex = extraArt.ReadInt("YSortAdjust", Art.ReadInt(extraImage + "YSort")) - extraArt.ReadInt("ZAdjust", Art.ReadInt(extraImage + "ZAdjust")); else anim.Props.SortIndex = inheritProps.SortIndex; if (Art.HasKey(extraImage + "X") || Art.HasKey(extraImage + "Y")) anim.Props.Offset = this.Props.Offset + new Size(Art.ReadInt(extraImage + "X"), Art.ReadInt(extraImage + "Y")); else anim.Props.Offset = inheritProps.Offset; anim.Props.ZAdjust = Art.ReadInt(extraImage + "ZAdjust"); anim.IsBuildingPart = true; anim.Shp = VFS.Open<ShpFile>(anim.GetFilename()); return anim; }