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

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/*
* Copyright (c) 2010-2012 OTClient <https://github.com/edubart/otclient>
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
#include "spritemanager.h"
#include <framework/core/resourcemanager.h>
#include <framework/core/eventdispatcher.h>
#include <framework/core/filestream.h>
#include <framework/graphics/graphics.h>
#include <framework/thirdparty/apngloader.h>
#include <physfs.h>
SpriteManager g_sprites;
SpriteManager::SpriteManager()
{
m_spritesCount = 0;
m_signature = 0;
}
bool SpriteManager::load(const std::string& file)
{
try {
m_spritesFile = g_resources.openFile(file);
if(!m_spritesFile)
return false;
// cache file buffer to avoid lags from hard drive
m_spritesFile->cache();
m_signature = m_spritesFile->getU32();
m_spritesCount = m_spritesFile->getU16();
m_sprites.resize(m_spritesCount);
m_loaded = true;
return true;
} catch(Exception& e) {
logError("Failed to load sprites from '", file, "': ", e.what());
return false;
}
}
void SpriteManager::unload()
{
m_sprites.clear();
m_spritesCount = 0;
m_signature = 0;
}
void SpriteManager::preloadSprites()
{
// preload every 50 sprites, periodically
const int burst = 50;
const int interval = 10;
auto preload = [this](int start) {
for(int i=start;i<start+burst && i<=m_spritesCount;++i) {
loadSpriteTexture(i);
}
};
for(int i=1;i<=m_spritesCount;i+=burst)
g_eventDispatcher.scheduleEvent(std::bind(preload, i), (i/burst) * interval);
}
TexturePtr SpriteManager::loadSpriteTexture(int id)
{
m_spritesFile->seek(((id-1) * 4) + 6);
uint32 spriteAddress = m_spritesFile->getU32();
// no sprite? return an empty texture
if(spriteAddress == 0)
return g_graphics.getEmptyTexture();
m_spritesFile->seek(spriteAddress);
// skip color key
m_spritesFile->getU8();
m_spritesFile->getU8();
m_spritesFile->getU8();
uint16 pixelDataSize = m_spritesFile->getU16();
static std::vector<uint8> pixels(SPRITE_SIZE);
int writePos = 0;
int read = 0;
// decompress pixels
while(read < pixelDataSize) {
uint16 transparentPixels = m_spritesFile->getU16();
uint16 coloredPixels = m_spritesFile->getU16();
if(writePos + transparentPixels*4 + coloredPixels*3 >= SPRITE_SIZE)
return g_graphics.getEmptyTexture();
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] = m_spritesFile->getU8();
pixels[writePos + 1] = m_spritesFile->getU8();
pixels[writePos + 2] = m_spritesFile->getU8();
pixels[writePos + 3] = 0xFF;
writePos += 4;
}
read += 4 + (3 * coloredPixels);
}
// fill remaining pixels with alpha
while(writePos < SPRITE_SIZE) {
pixels[writePos + 0] = 0x00;
pixels[writePos + 1] = 0x00;
pixels[writePos + 2] = 0x00;
pixels[writePos + 3] = 0x00;
writePos += 4;
}
TexturePtr spriteTex(new Texture(32, 32, 4, &pixels[0]));
spriteTex->setSmooth(true);
if(g_graphics.canUseMipmaps())
spriteTex->generateSoftwareMipmaps(pixels);
return spriteTex;
}
TexturePtr& SpriteManager::getSpriteTexture(int id)
{
if(id == 0)
return g_graphics.getEmptyTexture();
assert(id > 0 && id <= m_spritesCount);
// load sprites on demand
TexturePtr& sprite = m_sprites[id-1];
if(!sprite)
sprite = loadSpriteTexture(id);
//TODO: release unused sprites textures after X seconds
// to avoid massive texture allocations
return sprite;
}
bool SpriteManager::exportSprites()
{
g_resources.makeDir("sprites");
std::stringstream ss;
for(volatile int i = 1; i <= m_spritesCount; i++) {
m_spritesFile->seek(((i-1) * 4) + 6);
uint32 spriteAddress = m_spritesFile->getU32();
if(spriteAddress == 0)
continue;
m_spritesFile->seek(spriteAddress);
// skip color key
m_spritesFile->getU8();
m_spritesFile->getU8();
m_spritesFile->getU8();
uint16 pixelDataSize = m_spritesFile->getU16();
uchar pixels[SPRITE_SIZE];
int writePos = 0;
int read = 0;
// decompress pixels
while(read < pixelDataSize) {
uint16 transparentPixels = m_spritesFile->getU16();
uint16 coloredPixels = m_spritesFile->getU16();
if(writePos + transparentPixels*4 + coloredPixels*3 >= SPRITE_SIZE)
return false; // skip the whole process or just ignore this sprite?
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] = m_spritesFile->getU8();
pixels[writePos + 1] = m_spritesFile->getU8();
pixels[writePos + 2] = m_spritesFile->getU8();
pixels[writePos + 3] = 0xFF;
writePos += 4;
}
read += 4 + (3 * coloredPixels);
}
// fill remaining pixels with alpha
while(writePos < SPRITE_SIZE) {
pixels[writePos + 0] = 0x00;
pixels[writePos + 1] = 0x00;
pixels[writePos + 2] = 0x00;
pixels[writePos + 3] = 0x00;
writePos += 4;
}
// We should get the OTClient and export to that folder...
std::string fileName = Fw::formatString("sprites/%d.png", i);
ss.str("");
save_png(ss, SPRITE_WIDTH, SPRITE_HEIGHT, SPRITE_CHANNELS, pixels);
g_resources.saveFile(fileName, ss);
}
return true;
}