Merge pull request #7091 from RoosterDragon/buffer-copy-palettes
Block copy palettes
This commit is contained in:
@@ -23,7 +23,7 @@ namespace OpenRA.Graphics
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readonly Dictionary<string, MutablePalette> modifiablePalettes = new Dictionary<string, MutablePalette>();
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readonly IReadOnlyDictionary<string, MutablePalette> readOnlyModifiablePalettes;
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readonly Dictionary<string, int> indices = new Dictionary<string, int>();
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readonly uint[,] buffer = new uint[Palette.Size, MaxPalettes];
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readonly uint[,] buffer = new uint[MaxPalettes, Palette.Size];
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public HardwarePalette()
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{
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@@ -85,8 +85,7 @@ namespace OpenRA.Graphics
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void CopyPaletteToBuffer(int index, IPalette p)
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{
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for (var i = 0; i < Palette.Size; i++)
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buffer[i, index] = p[i];
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p.CopyToArray(buffer, index * Palette.Size);
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}
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void CopyModifiablePalettesToBuffer()
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@@ -109,8 +108,7 @@ namespace OpenRA.Graphics
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{
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var originalPalette = palettes[kvp.Key];
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var modifiedPalette = kvp.Value;
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for (var i = 0; i < Palette.Size; i++)
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modifiedPalette[i] = originalPalette[i];
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modifiedPalette.SetFromPalette(originalPalette);
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}
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}
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}
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@@ -8,6 +8,7 @@
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Drawing.Imaging;
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@@ -17,7 +18,11 @@ using System.Runtime.InteropServices;
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namespace OpenRA.Graphics
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{
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public interface IPalette { uint this[int index] { get; } }
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public interface IPalette
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{
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uint this[int index] { get; }
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void CopyToArray(Array destination, int destinationOffset);
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}
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public interface IPaletteRemap { Color GetRemappedColor(Color original, int index); }
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public static class Palette
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@@ -52,8 +57,7 @@ namespace OpenRA.Graphics
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var data = b.LockBits(new Rectangle(0, 0, b.Width, b.Height),
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ImageLockMode.WriteOnly, PixelFormat.Format32bppArgb);
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var temp = new uint[Palette.Size];
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for (int i = 0; i < temp.Length; i++)
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temp[i] = palette[i];
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palette.CopyToArray(temp, 0);
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Marshal.Copy((int[])(object)temp, 0, data.Scan0, Size);
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b.UnlockBits(data);
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return b;
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@@ -71,6 +75,10 @@ namespace OpenRA.Graphics
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IPalette palette;
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public ReadOnlyPalette(IPalette palette) { this.palette = palette; }
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public uint this[int index] { get { return palette[index]; } }
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public void CopyToArray(Array destination, int destinationOffset)
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{
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palette.CopyToArray(destination, destinationOffset);
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}
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}
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}
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@@ -83,6 +91,11 @@ namespace OpenRA.Graphics
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get { return colors[index]; }
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}
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public void CopyToArray(Array destination, int destinationOffset)
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{
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Buffer.BlockCopy(colors, 0, destination, destinationOffset * 4, Palette.Size * 4);
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}
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public ImmutablePalette(string filename, int[] remap)
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{
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using (var s = File.OpenRead(filename))
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@@ -141,10 +154,14 @@ namespace OpenRA.Graphics
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set { colors[index] = value; }
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}
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public void CopyToArray(Array destination, int destinationOffset)
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{
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Buffer.BlockCopy(colors, 0, destination, destinationOffset * 4, Palette.Size * 4);
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}
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public MutablePalette(IPalette p)
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{
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for (int i = 0; i < Palette.Size; i++)
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this[i] = p[i];
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SetFromPalette(p);
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}
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public void SetColor(int index, Color color)
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@@ -152,6 +169,11 @@ namespace OpenRA.Graphics
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colors[index] = (uint)color.ToArgb();
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}
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public void SetFromPalette(IPalette p)
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{
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p.CopyToArray(colors, 0);
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}
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public void ApplyRemap(IPaletteRemap r)
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{
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for (var i = 0; i < Palette.Size; i++)
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@@ -3,6 +3,6 @@ uniform sampler2D DiffuseTexture, Palette;
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void main()
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{
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vec4 x = texture2D(DiffuseTexture, gl_TexCoord[0].st);
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vec2 p = vec2(gl_TexCoord[0].p, dot(x, gl_TexCoord[1]));
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vec2 p = vec2(dot(x, gl_TexCoord[1]), gl_TexCoord[0].p);
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gl_FragColor = texture2D(Palette, p);
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}
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@@ -7,11 +7,11 @@ uniform vec3 AmbientLight, DiffuseLight;
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void main()
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{
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vec4 x = texture2D(DiffuseTexture, gl_TexCoord[0].st);
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vec4 color = texture2D(Palette, vec2(PaletteRows.x, dot(x, gl_TexCoord[1])));
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vec4 color = texture2D(Palette, vec2(dot(x, gl_TexCoord[1]), PaletteRows.x));
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if (color.a < 0.01)
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discard;
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vec4 normal = (2.0 * texture2D(Palette, vec2(PaletteRows.y, dot(x, gl_TexCoord[2]))) - 1.0);
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vec4 normal = (2.0 * texture2D(Palette, vec2(dot(x, gl_TexCoord[2]), PaletteRows.y)) - 1.0);
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vec3 intensity = AmbientLight + DiffuseLight * max(dot(normal, LightDirection), 0.0);
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gl_FragColor = vec4(intensity * color.rgb, color.a);
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}
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