1 #region Copyright & License Information
2 /*
3  * Copyright 2007-2020 The OpenRA Developers (see AUTHORS)
4  * This file is part of OpenRA, which is free software. It is made
5  * available to you under the terms of the GNU General Public License
6  * as published by the Free Software Foundation, either version 3 of
7  * the License, or (at your option) any later version. For more
8  * information, see COPYING.
9  */
10 #endregion
11 
12 using System;
13 using System.Collections.Generic;
14 using System.IO;
15 using System.Linq;
16 using OpenRA.Primitives;
17 using OpenRA.Support;
18 
19 namespace OpenRA.Graphics
20 {
21 	class TheaterTemplate
22 	{
23 		public readonly Sprite[] Sprites;
24 		public readonly int Stride;
25 		public readonly int Variants;
26 
TheaterTemplate(Sprite[] sprites, int stride, int variants)27 		public TheaterTemplate(Sprite[] sprites, int stride, int variants)
28 		{
29 			Sprites = sprites;
30 			Stride = stride;
31 			Variants = variants;
32 		}
33 	}
34 
35 	public sealed class Theater : IDisposable
36 	{
37 		readonly Dictionary<ushort, TheaterTemplate> templates = new Dictionary<ushort, TheaterTemplate>();
38 		SheetBuilder sheetBuilder;
39 		readonly Sprite missingTile;
40 		readonly MersenneTwister random;
41 		TileSet tileset;
42 
Theater(TileSet tileset)43 		public Theater(TileSet tileset)
44 		{
45 			this.tileset = tileset;
46 			var allocated = false;
47 
48 			Func<Sheet> allocate = () =>
49 			{
50 				if (allocated)
51 					throw new SheetOverflowException("Terrain sheet overflow. Try increasing the tileset SheetSize parameter.");
52 				allocated = true;
53 
54 				return new Sheet(SheetType.Indexed, new Size(tileset.SheetSize, tileset.SheetSize));
55 			};
56 
57 			random = new MersenneTwister();
58 
59 			var frameCache = new FrameCache(Game.ModData.DefaultFileSystem, Game.ModData.SpriteLoaders);
60 			foreach (var t in tileset.Templates)
61 			{
62 				var variants = new List<Sprite[]>();
63 
64 				foreach (var i in t.Value.Images)
65 				{
66 					var allFrames = frameCache[i];
67 					var frameCount = tileset.EnableDepth ? allFrames.Length / 2 : allFrames.Length;
68 					var indices = t.Value.Frames != null ? t.Value.Frames : Enumerable.Range(0, frameCount);
69 					variants.Add(indices.Select(j =>
70 					{
71 						var f = allFrames[j];
72 						var tile = t.Value.Contains(j) ? t.Value[j] : null;
73 
74 						// The internal z axis is inverted from expectation (negative is closer)
75 						var zOffset = tile != null ? -tile.ZOffset : 0;
76 						var zRamp = tile != null ? tile.ZRamp : 1f;
77 						var offset = new float3(f.Offset, zOffset);
78 						var type = SheetBuilder.FrameTypeToSheetType(f.Type);
79 
80 						// Defer SheetBuilder creation until we know what type of frames we are loading!
81 						// TODO: Support mixed indexed and BGRA frames
82 						if (sheetBuilder == null)
83 							sheetBuilder = new SheetBuilder(SheetBuilder.FrameTypeToSheetType(f.Type), allocate);
84 						else if (type != sheetBuilder.Type)
85 							throw new InvalidDataException("Sprite type mismatch. Terrain sprites must all be either Indexed or RGBA.");
86 
87 						var s = sheetBuilder.Allocate(f.Size, zRamp, offset);
88 						Util.FastCopyIntoChannel(s, f.Data);
89 
90 						if (tileset.EnableDepth)
91 						{
92 							var ss = sheetBuilder.Allocate(f.Size, zRamp, offset);
93 							Util.FastCopyIntoChannel(ss, allFrames[j + frameCount].Data);
94 
95 							// s and ss are guaranteed to use the same sheet
96 							// because of the custom terrain sheet allocation
97 							s = new SpriteWithSecondaryData(s, s.Sheet, ss.Bounds, ss.Channel);
98 						}
99 
100 						return s;
101 					}).ToArray());
102 				}
103 
104 				var allSprites = variants.SelectMany(s => s);
105 
106 				// Ignore the offsets baked into R8 sprites
107 				if (tileset.IgnoreTileSpriteOffsets)
108 					allSprites = allSprites.Select(s => new Sprite(s.Sheet, s.Bounds, s.ZRamp, new float3(float2.Zero, s.Offset.Z), s.Channel, s.BlendMode));
109 
110 				templates.Add(t.Value.Id, new TheaterTemplate(allSprites.ToArray(), variants.First().Count(), t.Value.Images.Length));
111 			}
112 
113 			// 1x1px transparent tile
114 			missingTile = sheetBuilder.Add(new byte[sheetBuilder.Type == SheetType.BGRA ? 4 : 1], new Size(1, 1));
115 
116 			Sheet.ReleaseBuffer();
117 		}
118 
TileSprite(TerrainTile r, int? variant = null)119 		public Sprite TileSprite(TerrainTile r, int? variant = null)
120 		{
121 			TheaterTemplate template;
122 			if (!templates.TryGetValue(r.Type, out template))
123 				return missingTile;
124 
125 			if (r.Index >= template.Stride)
126 				return missingTile;
127 
128 			var start = template.Variants > 1 ? variant.HasValue ? variant.Value : random.Next(template.Variants) : 0;
129 			return template.Sprites[start * template.Stride + r.Index];
130 		}
131 
TemplateBounds(TerrainTemplateInfo template, Size tileSize, MapGridType mapGrid)132 		public Rectangle TemplateBounds(TerrainTemplateInfo template, Size tileSize, MapGridType mapGrid)
133 		{
134 			Rectangle? templateRect = null;
135 
136 			var i = 0;
137 			for (var y = 0; y < template.Size.Y; y++)
138 			{
139 				for (var x = 0; x < template.Size.X; x++)
140 				{
141 					var tile = new TerrainTile(template.Id, (byte)(i++));
142 					var tileInfo = tileset.GetTileInfo(tile);
143 
144 					// Empty tile
145 					if (tileInfo == null)
146 						continue;
147 
148 					var sprite = TileSprite(tile);
149 					var u = mapGrid == MapGridType.Rectangular ? x : (x - y) / 2f;
150 					var v = mapGrid == MapGridType.Rectangular ? y : (x + y) / 2f;
151 
152 					var tl = new float2(u * tileSize.Width, (v - 0.5f * tileInfo.Height) * tileSize.Height) - 0.5f * sprite.Size;
153 					var rect = new Rectangle((int)(tl.X + sprite.Offset.X), (int)(tl.Y + sprite.Offset.Y), (int)sprite.Size.X, (int)sprite.Size.Y);
154 					templateRect = templateRect.HasValue ? Rectangle.Union(templateRect.Value, rect) : rect;
155 				}
156 			}
157 
158 			return templateRect.HasValue ? templateRect.Value : Rectangle.Empty;
159 		}
160 
161 		public Sheet Sheet { get { return sheetBuilder.Current; } }
162 
Dispose()163 		public void Dispose()
164 		{
165 			sheetBuilder.Dispose();
166 		}
167 	}
168 }
169