Add --dump-sequence-sheets Utility command.

This can be used to debug and optimize the texture
data that is uploaded to VRAM.
This commit is contained in:
Paul Chote
2018-04-29 16:38:39 +01:00
committed by reaperrr
parent 7bc5bd5791
commit 952f41b4e4
3 changed files with 65 additions and 0 deletions

View File

@@ -137,6 +137,8 @@ namespace OpenRA.Graphics
} }
public Sheet Current { get { return current; } } public Sheet Current { get { return current; } }
public TextureChannel CurrentChannel { get { return channel; } }
public IEnumerable<Sheet> AllSheets { get { return sheets; } }
public void Dispose() public void Dispose()
{ {

View File

@@ -864,6 +864,7 @@
<Compile Include="UpdateRules\Rules\AddEditorPlayer.cs" /> <Compile Include="UpdateRules\Rules\AddEditorPlayer.cs" />
<Compile Include="UpdateRules\Rules\RemovePaletteFromCurrentTileset.cs" /> <Compile Include="UpdateRules\Rules\RemovePaletteFromCurrentTileset.cs" />
<Compile Include="Traits\Player\PlayerResources.cs" /> <Compile Include="Traits\Player\PlayerResources.cs" />
<Compile Include="UtilityCommands\DumpSequenceSheetsCommand.cs" />
</ItemGroup> </ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" /> <Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<Target Name="AfterBuild"> <Target Name="AfterBuild">

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@@ -0,0 +1,62 @@
#region Copyright & License Information
/*
* Copyright 2007-2018 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System;
using System.Drawing;
using System.IO;
using System.Linq;
using System.Reflection;
using OpenRA.FileSystem;
using OpenRA.Graphics;
namespace OpenRA.Mods.Common.UtilityCommands
{
class DumpSequenceSheetsCommand : IUtilityCommand
{
static readonly int[] ChannelMasks = { 2, 1, 0, 3 };
string IUtilityCommand.Name { get { return "--dump-sequence-sheets"; } }
bool IUtilityCommand.ValidateArguments(string[] args)
{
return args.Length >= 3;
}
[Desc("PALETTE", "TILESET-OR-MAP", "Exports sequence texture atlas as a set of png images.")]
void IUtilityCommand.Run(Utility utility, string[] args)
{
// HACK: The engine code assumes that Game.modData is set.
var modData = Game.ModData = utility.ModData;
var palette = new ImmutablePalette(args[1], new int[0]);
SequenceProvider sequences = null;
var mapPackage = new Folder(".").OpenPackage(args[2], modData.ModFiles);
if (mapPackage != null)
sequences = new Map(modData, mapPackage).Rules.Sequences;
else if (!modData.DefaultSequences.TryGetValue(args[2], out sequences))
throw new InvalidOperationException("{0} is not a valid tileset or map path".F(args[2]));
sequences.Preload();
var count = 0;
var sb = sequences.SpriteCache.SheetBuilder;
foreach (var s in sb.AllSheets)
{
var max = s == sb.Current ? (int)sb.CurrentChannel + 1 : 4;
for (var i = 0; i < max; i++)
s.AsBitmap((TextureChannel)ChannelMasks[i], palette).Save("{0}.png".F(count++));
}
Console.WriteLine("Saved [0..{0}].png", count - 1);
}
}
}