Changed HardwarePalette.ApplyModifiers to be more efficient.
- Add separate ImmutablePalette and MutablePalette classes since the distinction is extremely important to HardwarePalette. - Keep a cache of palettes in HardwarePalette to avoid reallocation them every time ApplyModifiers is called. - Palettes that are not allowed to be modified are copied to the buffer once when added, rather than every time ApplyModifiers is called. - The AdjustPalette method now takes a read-only dictionary to prevent the dictionary being messed with. - Added a constant for the palette size to remove its usage as a magic number in several areas. - The ColorPreviewManagerWidget is annoying in that it needs to actually permanently update a palette after it has been added. To allow this, HardwarePalette now allows a palette to be replaced after initialization. The WorldRenderer therefore now also updates the PaletteReference it created earlier with the new palette to prevent stale data being used elsewhere.
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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( 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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vec2 p = vec2(gl_TexCoord[0].p, dot(x, gl_TexCoord[1]));
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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(dot(x, gl_TexCoord[1]), PaletteRows.x));
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vec4 color = texture2D(Palette, vec2(PaletteRows.x, dot(x, gl_TexCoord[1])));
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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(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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vec4 normal = (2.0 * texture2D(Palette, vec2(PaletteRows.y, dot(x, gl_TexCoord[2]))) - 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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