public Theater(TileSet tileset) { this.tileset = tileset; var allocated = false; Func <Sheet> allocate = () => { if (allocated) { throw new SheetOverflowException("Terrain sheet overflow. Try increasing the tileset SheetSize parameter."); } allocated = true; return(new Sheet(SheetType.Indexed, new Size(tileset.SheetSize, tileset.SheetSize))); }; sheetBuilder = new SheetBuilder(SheetType.Indexed, allocate); random = new MersenneTwister(); var frameCache = new FrameCache(Game.ModData.DefaultFileSystem, Game.ModData.SpriteLoaders); foreach (var t in tileset.Templates) { var variants = new List <Sprite[]>(); foreach (var i in t.Value.Images) { var allFrames = frameCache[i]; var frameCount = tileset.EnableDepth ? allFrames.Length / 2 : allFrames.Length; var indices = t.Value.Frames != null ? t.Value.Frames : Enumerable.Range(0, frameCount); variants.Add(indices.Select(j => { var f = allFrames[j]; var tile = t.Value.Contains(j) ? t.Value[j] : null; // The internal z axis is inverted from expectation (negative is closer) var zOffset = tile != null ? -tile.ZOffset : 0; var zRamp = tile != null ? tile.ZRamp : 1f; var offset = new float3(f.Offset, zOffset); var s = sheetBuilder.Allocate(f.Size, zRamp, offset); Util.FastCopyIntoChannel(s, f.Data); if (tileset.EnableDepth) { var ss = sheetBuilder.Allocate(f.Size, zRamp, offset); Util.FastCopyIntoChannel(ss, allFrames[j + frameCount].Data); // s and ss are guaranteed to use the same sheet // because of the custom terrain sheet allocation s = new SpriteWithSecondaryData(s, ss.Bounds, ss.Channel); } return(s); }).ToArray()); } var allSprites = variants.SelectMany(s => s); // Ignore the offsets baked into R8 sprites if (tileset.IgnoreTileSpriteOffsets) { allSprites = allSprites.Select(s => new Sprite(s.Sheet, s.Bounds, s.ZRamp, new float3(float2.Zero, s.Offset.Z), s.Channel, s.BlendMode)); } templates.Add(t.Value.Id, new TheaterTemplate(allSprites.ToArray(), variants.First().Count(), t.Value.Images.Length)); } // 1x1px transparent tile missingTile = sheetBuilder.Add(new byte[1], new Size(1, 1)); Sheet.ReleaseBuffer(); }
public Theater(TileSet tileset) { this.tileset = tileset; var allocated = false; //Func<Sheet2D> allocate = () => //{ // if (allocated) // throw new SheetOverflowException("Terrain sheet overflow. Try increasing the tileset SheetSize parameter."); // allocated = true; // SheetBuilder2D shb= Game.worldRenderer.World.Map.Rules.Sequences.SpriteCache.SheetBuilder2D; // return new Sheet2D(SheetType.Indexed, shb., shb.TextureArrayIndex); //}; //SheetBuilder2D shb = Game.OrderManager.World.Map.Rules.Sequences.SpriteCache.SheetBuilder2D; //sheetBuilder2d = Game.OrderManager.World.Map.Rules.Sequences.SpriteCache.SheetBuilder2D; sheetBuilder2d = Game.SheetBuilder2D; if (!string.IsNullOrEmpty(tileset.MegaTexture)) { sbMegaTexture = sheetBuilder2d; LoadsbMegaTexture(tileset.MegaTexture); } random = new MersenneTwister(); var frameCache = new FrameCache(Game.ModData.DefaultFileSystem, Game.ModData.SpriteLoaders); //дл¤ каждого templates есть сво¤ коллекци¤ Sprites , это заполн¤етс¤ в цикле по tileset.Templates ниже foreach (var t in tileset.Templates) { var variants = new List <Sprite[]>(); foreach (var i in t.Value.Images) { var allFrames = frameCache[i]; var frameCount = tileset.EnableDepth ? allFrames.Length / 2 : allFrames.Length; var indices = t.Value.Frames != null ? t.Value.Frames : Enumerable.Range(0, frameCount); variants.Add(indices.Select(j => { var f = allFrames[j]; var tile = t.Value.Contains(j) ? t.Value[j] : null; // The internal z axis is inverted from expectation (negative is closer) var zOffset = tile != null ? -tile.ZOffset : 0; var zRamp = tile != null ? tile.ZRamp : 1f; var offset = new float3(f.Offset, zOffset); var s = sheetBuilder2d.Allocate(f.Size, zRamp, offset); Util.FastCopyIntoChannel(s, f.Data); if (tileset.EnableDepth) { var ss = sheetBuilder2d.Allocate(f.Size, zRamp, offset); Util.FastCopyIntoChannel(ss, allFrames[j + frameCount].Data); // s and ss are guaranteed to use the same sheet // because of the custom terrain sheet allocation s = new SpriteWithSecondaryData(s, s.Sheet, ss.Bounds, ss.Channel); } return(s); }).ToArray()); } var allSprites = variants.SelectMany(s => s); // Ignore the offsets baked into R8 sprites if (tileset.IgnoreTileSpriteOffsets) { allSprites = allSprites.Select(s => new Sprite(s.Sheet2D, s.Bounds, s.ZRamp, new float3(float2.Zero, s.Offset.Z), s.Channel, s.BlendMode)); } if (t.Value.Variants == "Calc") { templates.Add(t.Value.Id, new TheaterTemplate(allSprites.ToArray(), 1, variants.First().Count())); } else { templates.Add(t.Value.Id, new TheaterTemplate(allSprites.ToArray(), variants.First().Count(), t.Value.Images.Length)); } } // 1x1px transparent tile missingTile = sheetBuilder2d.Add(new byte[1], new Size(1, 1)); //Sheet2D.ReleaseBuffer(); }
public Theater(TileSet tileset) { this.tileset = tileset; var allocated = false; Func<Sheet> allocate = () => { if (allocated) throw new SheetOverflowException("Terrain sheet overflow. Try increasing the tileset SheetSize parameter."); allocated = true; return new Sheet(SheetType.Indexed, new Size(tileset.SheetSize, tileset.SheetSize)); }; sheetBuilder = new SheetBuilder(SheetType.Indexed, allocate); random = new MersenneTwister(); var frameCache = new FrameCache(Game.ModData.DefaultFileSystem, Game.ModData.SpriteLoaders); foreach (var t in tileset.Templates) { var variants = new List<Sprite[]>(); foreach (var i in t.Value.Images) { var allFrames = frameCache[i]; var frameCount = tileset.EnableDepth ? allFrames.Length / 2 : allFrames.Length; var indices = t.Value.Frames != null ? t.Value.Frames : Enumerable.Range(0, frameCount); variants.Add(indices.Select(j => { var f = allFrames[j]; var tile = t.Value.Contains(j) ? t.Value[j] : null; // The internal z axis is inverted from expectation (negative is closer) var zOffset = tile != null ? -tile.ZOffset : 0; var zRamp = tile != null ? tile.ZRamp : 1f; var offset = new float3(f.Offset, zOffset); var s = sheetBuilder.Allocate(f.Size, zRamp, offset); Util.FastCopyIntoChannel(s, f.Data); if (tileset.EnableDepth) { var ss = sheetBuilder.Allocate(f.Size, zRamp, offset); Util.FastCopyIntoChannel(ss, allFrames[j + frameCount].Data); // s and ss are guaranteed to use the same sheet // because of the custom terrain sheet allocation s = new SpriteWithSecondaryData(s, ss.Bounds, ss.Channel); } return s; }).ToArray()); } var allSprites = variants.SelectMany(s => s); // Ignore the offsets baked into R8 sprites if (tileset.IgnoreTileSpriteOffsets) allSprites = allSprites.Select(s => new Sprite(s.Sheet, s.Bounds, s.ZRamp, new float3(float2.Zero, s.Offset.Z), s.Channel, s.BlendMode)); templates.Add(t.Value.Id, new TheaterTemplate(allSprites.ToArray(), variants.First().Count(), t.Value.Images.Length)); } // 1x1px transparent tile missingTile = sheetBuilder.Add(new byte[1], new Size(1, 1)); Sheet.ReleaseBuffer(); }
public Theater(TileSet tileset, Action <uint, string> onMissingImage = null) { this.tileset = tileset; var allocated = false; Func <Sheet> allocate = () => { if (allocated) { throw new SheetOverflowException("Terrain sheet overflow. Try increasing the tileset SheetSize parameter."); } allocated = true; return(new Sheet(SheetType.Indexed, new Size(tileset.SheetSize, tileset.SheetSize))); }; random = new MersenneTwister(); var frameCache = new FrameCache(Game.ModData.DefaultFileSystem, Game.ModData.SpriteLoaders); foreach (var t in tileset.Templates) { var variants = new List <Sprite[]>(); foreach (var i in t.Value.Images) { ISpriteFrame[] allFrames; if (onMissingImage != null) { try { allFrames = frameCache[i]; } catch (FileNotFoundException) { onMissingImage(t.Key, i); continue; } } else { allFrames = frameCache[i]; } var frameCount = tileset.EnableDepth ? allFrames.Length / 2 : allFrames.Length; var indices = t.Value.Frames != null ? t.Value.Frames : Exts.MakeArray(t.Value.TilesCount, j => j); var start = indices.Min(); var end = indices.Max(); if (start < 0 || end >= frameCount) { throw new YamlException("Template `{0}` uses frames [{1}..{2}] of {3}, but only [0..{4}] actually exist" .F(t.Key, start, end, i, frameCount - 1)); } variants.Add(indices.Select(j => { var f = allFrames[j]; var tile = t.Value.Contains(j) ? t.Value[j] : null; // The internal z axis is inverted from expectation (negative is closer) var zOffset = tile != null ? -tile.ZOffset : 0; var zRamp = tile != null ? tile.ZRamp : 1f; var offset = new float3(f.Offset, zOffset); var type = SheetBuilder.FrameTypeToSheetType(f.Type); // Defer SheetBuilder creation until we know what type of frames we are loading! // TODO: Support mixed indexed and BGRA frames if (sheetBuilder == null) { sheetBuilder = new SheetBuilder(SheetBuilder.FrameTypeToSheetType(f.Type), allocate); } else if (type != sheetBuilder.Type) { throw new YamlException("Sprite type mismatch. Terrain sprites must all be either Indexed or RGBA."); } var s = sheetBuilder.Allocate(f.Size, zRamp, offset); Util.FastCopyIntoChannel(s, f.Data); if (tileset.EnableDepth) { var ss = sheetBuilder.Allocate(f.Size, zRamp, offset); Util.FastCopyIntoChannel(ss, allFrames[j + frameCount].Data); // s and ss are guaranteed to use the same sheet // because of the custom terrain sheet allocation s = new SpriteWithSecondaryData(s, s.Sheet, ss.Bounds, ss.Channel); } return(s); }).ToArray()); } var allSprites = variants.SelectMany(s => s); // Ignore the offsets baked into R8 sprites if (tileset.IgnoreTileSpriteOffsets) { allSprites = allSprites.Select(s => new Sprite(s.Sheet, s.Bounds, s.ZRamp, new float3(float2.Zero, s.Offset.Z), s.Channel, s.BlendMode)); } if (onMissingImage != null && !variants.Any()) { continue; } templates.Add(t.Value.Id, new TheaterTemplate(allSprites.ToArray(), variants.First().Count(), t.Value.Images.Length)); } // 1x1px transparent tile missingTile = sheetBuilder.Add(new byte[sheetBuilder.Type == SheetType.BGRA ? 4 : 1], new Size(1, 1)); Sheet.ReleaseBuffer(); }