tibia-client/src/otclient/core/spritemanager.cpp

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#include "spritemanager.h"
#include <framework/core/resourcemanager.h>
#include <framework/graphics/graphics.h>
SpriteManager g_sprites;
SpriteManager::SpriteManager()
{
m_spritesCount = 0;
m_signature = 0;
}
bool SpriteManager::load(const std::string &filename)
{
g_resources.loadFile(filename, m_fin);
m_signature = fw::getu32(m_fin);
m_spritesCount = fw::getu16(m_fin);
m_sprites.resize(m_spritesCount);
return true;
}
void SpriteManager::unload()
{
m_sprites.clear();
m_spritesCount = 0;
m_signature = 0;
}
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TexturePtr SpriteManager::loadSpriteTexture(int id)
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{
m_fin.seekg(((id-1) * 4) + 6, std::ios_base::beg);
uint32 spriteAddress = fw::getu32(m_fin);
// no sprite? return an empty texture
if(spriteAddress == 0)
return g_graphics.getEmptyTexture();
m_fin.seekg(spriteAddress, std::ios_base::beg);
assert(m_fin.good());
// skip color key
fw::getu8(m_fin);
fw::getu8(m_fin);
fw::getu8(m_fin);
uint16 pixelDataSize = fw::getu16(m_fin);
uchar pixels[4096];
int writePos = 0;
int read = 0;
// decompress pixels
while(read < pixelDataSize) {
uint16 transparentPixels, coloredPixels;
m_fin.read((char*)&transparentPixels, 2);
m_fin.read((char*)&coloredPixels, 2);
for(int i = 0; i < transparentPixels; i++) {
pixels[writePos + 0] = 0x00;
pixels[writePos + 1] = 0x00;
pixels[writePos + 2] = 0x00;
pixels[writePos + 3] = 0x00;
writePos += 4;
}
for(int i = 0; i < coloredPixels; i++) {
pixels[writePos + 0] = fw::getu8(m_fin);
pixels[writePos + 1] = fw::getu8(m_fin);
pixels[writePos + 2] = fw::getu8(m_fin);
pixels[writePos + 3] = 0xFF;
writePos += 4;
}
read += 4 + (3 * coloredPixels);
}
// fill remaining pixels with alpha
while(writePos < 4096) {
pixels[writePos + 0] = 0x00;
pixels[writePos + 1] = 0x00;
pixels[writePos + 2] = 0x00;
pixels[writePos + 3] = 0x00;
writePos += 4;
}
return TexturePtr(new Texture(32, 32, 4, pixels));
}
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TexturePtr SpriteManager::getSpriteTexture(int id, SpriteMask mask)
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{
if(id == 0)
return g_graphics.getEmptyTexture();
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assert(id > 0 && id <= m_spritesCount);
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// load sprites on demand
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Sprite& sprite = m_sprites[id-1];
if(!sprite.texture)
sprite.texture = loadSpriteTexture(id);
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//TODO: release unused sprites textures after X seconds
// to avoid massive texture allocations
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if(mask != SpriteMaskNone) {
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if(!sprite.masks[mask]) {
auto pixels = sprite.texture->getPixels();
static RGBA maskColors[4] = { Color::red.rgba(), Color::green.rgba(), Color::blue.rgba(), Color::yellow.rgba() };
RGBA maskColor = maskColors[mask];
RGBA whiteColor = Color::white.rgba();
RGBA alphaColor = Color::alpha.rgba();
// convert pixels
// masked color -> white color
// any other color -> alpha color
for(int i=0;i<4096;i+=4) {
RGBA& currentColor = *(RGBA*)&pixels[i];
if(currentColor == maskColor)
currentColor = whiteColor;
else
currentColor = alphaColor;
}
sprite.masks[mask] = TexturePtr(new Texture(32, 32, 4, &pixels[0]));
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}
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return sprite.masks[mask];
} else
return sprite.texture;
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}