Merge pull request #7091 from RoosterDragon/buffer-copy-palettes

Block copy palettes
This commit is contained in:
obrakmann
2014-12-10 22:57:37 +01:00
4 changed files with 33 additions and 13 deletions

View File

@@ -23,7 +23,7 @@ namespace OpenRA.Graphics
readonly Dictionary<string, MutablePalette> modifiablePalettes = new Dictionary<string, MutablePalette>();
readonly IReadOnlyDictionary<string, MutablePalette> readOnlyModifiablePalettes;
readonly Dictionary<string, int> indices = new Dictionary<string, int>();
readonly uint[,] buffer = new uint[Palette.Size, MaxPalettes];
readonly uint[,] buffer = new uint[MaxPalettes, Palette.Size];
public HardwarePalette()
{
@@ -85,8 +85,7 @@ namespace OpenRA.Graphics
void CopyPaletteToBuffer(int index, IPalette p)
{
for (var i = 0; i < Palette.Size; i++)
buffer[i, index] = p[i];
p.CopyToArray(buffer, index * Palette.Size);
}
void CopyModifiablePalettesToBuffer()
@@ -109,8 +108,7 @@ namespace OpenRA.Graphics
{
var originalPalette = palettes[kvp.Key];
var modifiedPalette = kvp.Value;
for (var i = 0; i < Palette.Size; i++)
modifiedPalette[i] = originalPalette[i];
modifiedPalette.SetFromPalette(originalPalette);
}
}
}

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@@ -8,6 +8,7 @@
*/
#endregion
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Drawing.Imaging;
@@ -17,7 +18,11 @@ using System.Runtime.InteropServices;
namespace OpenRA.Graphics
{
public interface IPalette { uint this[int index] { get; } }
public interface IPalette
{
uint this[int index] { get; }
void CopyToArray(Array destination, int destinationOffset);
}
public interface IPaletteRemap { Color GetRemappedColor(Color original, int index); }
public static class Palette
@@ -52,8 +57,7 @@ namespace OpenRA.Graphics
var data = b.LockBits(new Rectangle(0, 0, b.Width, b.Height),
ImageLockMode.WriteOnly, PixelFormat.Format32bppArgb);
var temp = new uint[Palette.Size];
for (int i = 0; i < temp.Length; i++)
temp[i] = palette[i];
palette.CopyToArray(temp, 0);
Marshal.Copy((int[])(object)temp, 0, data.Scan0, Size);
b.UnlockBits(data);
return b;
@@ -71,6 +75,10 @@ namespace OpenRA.Graphics
IPalette palette;
public ReadOnlyPalette(IPalette palette) { this.palette = palette; }
public uint this[int index] { get { return palette[index]; } }
public void CopyToArray(Array destination, int destinationOffset)
{
palette.CopyToArray(destination, destinationOffset);
}
}
}
@@ -83,6 +91,11 @@ namespace OpenRA.Graphics
get { return colors[index]; }
}
public void CopyToArray(Array destination, int destinationOffset)
{
Buffer.BlockCopy(colors, 0, destination, destinationOffset * 4, Palette.Size * 4);
}
public ImmutablePalette(string filename, int[] remap)
{
using (var s = File.OpenRead(filename))
@@ -141,10 +154,14 @@ namespace OpenRA.Graphics
set { colors[index] = value; }
}
public void CopyToArray(Array destination, int destinationOffset)
{
Buffer.BlockCopy(colors, 0, destination, destinationOffset * 4, Palette.Size * 4);
}
public MutablePalette(IPalette p)
{
for (int i = 0; i < Palette.Size; i++)
this[i] = p[i];
SetFromPalette(p);
}
public void SetColor(int index, Color color)
@@ -152,6 +169,11 @@ namespace OpenRA.Graphics
colors[index] = (uint)color.ToArgb();
}
public void SetFromPalette(IPalette p)
{
p.CopyToArray(colors, 0);
}
public void ApplyRemap(IPaletteRemap r)
{
for (var i = 0; i < Palette.Size; i++)

View File

@@ -3,6 +3,6 @@ uniform sampler2D DiffuseTexture, Palette;
void main()
{
vec4 x = texture2D(DiffuseTexture, gl_TexCoord[0].st);
vec2 p = vec2(gl_TexCoord[0].p, dot(x, gl_TexCoord[1]));
vec2 p = vec2(dot(x, gl_TexCoord[1]), gl_TexCoord[0].p);
gl_FragColor = texture2D(Palette, p);
}

View File

@@ -7,11 +7,11 @@ uniform vec3 AmbientLight, DiffuseLight;
void main()
{
vec4 x = texture2D(DiffuseTexture, gl_TexCoord[0].st);
vec4 color = texture2D(Palette, vec2(PaletteRows.x, dot(x, gl_TexCoord[1])));
vec4 color = texture2D(Palette, vec2(dot(x, gl_TexCoord[1]), PaletteRows.x));
if (color.a < 0.01)
discard;
vec4 normal = (2.0 * texture2D(Palette, vec2(PaletteRows.y, dot(x, gl_TexCoord[2]))) - 1.0);
vec4 normal = (2.0 * texture2D(Palette, vec2(dot(x, gl_TexCoord[2]), PaletteRows.y)) - 1.0);
vec3 intensity = AmbientLight + DiffuseLight * max(dot(normal, LightDirection), 0.0);
gl_FragColor = vec4(intensity * color.rgb, color.a);
}