Use premultiplied alpha for all textures and blending.
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#region Copyright & License Information
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/*
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* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Drawing;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.D2k.Traits
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{
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[Desc("Create a palette by applying alpha transparency to another palette.")]
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class PaletteFromPaletteWithAlphaInfo : ITraitInfo
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{
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[Desc("Internal palette name")]
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public readonly string Name = null;
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[Desc("The name of the palette to base off.")]
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public readonly string BasePalette = null;
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[Desc("Allow palette modifiers to change the palette.")]
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public readonly bool AllowModifiers = true;
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[Desc("Alpha component that is applied to the base palette.")]
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public readonly float Alpha = 1.0f;
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[Desc("Premultiply color by the alpha component.")]
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public readonly bool Premultiply = true;
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public object Create(ActorInitializer init) { return new PaletteFromPaletteWithAlpha(this); }
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}
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class PaletteFromPaletteWithAlpha : ILoadsPalettes, IProvidesAssetBrowserPalettes
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{
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readonly PaletteFromPaletteWithAlphaInfo info;
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public PaletteFromPaletteWithAlpha(PaletteFromPaletteWithAlphaInfo info) { this.info = info; }
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public void LoadPalettes(WorldRenderer wr)
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{
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var remap = new AlphaPaletteRemap(info.Alpha, info.Premultiply);
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wr.AddPalette(info.Name, new ImmutablePalette(wr.Palette(info.BasePalette).Palette, remap), info.AllowModifiers);
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}
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public IEnumerable<string> PaletteNames { get { yield return info.Name; } }
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}
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class AlphaPaletteRemap : IPaletteRemap
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{
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readonly float alpha;
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readonly bool premultiply;
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public AlphaPaletteRemap(float alpha, bool premultiply)
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{
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this.alpha = alpha;
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this.premultiply = premultiply;
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}
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public Color GetRemappedColor(Color original, int index)
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{
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var a = (int)(original.A * alpha).Clamp(0, 255);
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var r = premultiply ? (int)(alpha * original.R + 0.5f).Clamp(0, 255) : original.R;
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var g = premultiply ? (int)(alpha * original.G + 0.5f).Clamp(0, 255) : original.G;
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var b = premultiply ? (int)(alpha * original.B + 0.5f).Clamp(0, 255) : original.B;
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return Color.FromArgb(a, r, g, b);
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}
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}
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}
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