did palette animation the sane way (switching palettes) rather than cycling 0x60-0x66 in the shader
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@@ -13,7 +13,7 @@ namespace OpenRa.Game.Graphics
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const int maxEntries = 8;
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int allocated = 0;
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public HardwarePalette(Renderer renderer, Map map)
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public HardwarePalette(Renderer renderer, Map map, int rotate)
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: base(renderer,new Size(256, maxEntries))
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{
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Palette pal = new Palette(FileSystem.Open(map.Theater + ".pal"));
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@@ -21,6 +21,11 @@ namespace OpenRa.Game.Graphics
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foreach (string remap in new string[] { "blue", "red", "orange", "teal", "salmon", "green", "gray" })
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AddPalette(new Palette(pal, new PaletteRemap(FileSystem.Open(remap + ".rem"))));
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using (var bitmapCopy = new Bitmap(bitmap))
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for (int j = 0; j < maxEntries; j++)
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for (int i = 0; i < 7; i++)
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this[new Point(0x60 + i, j)] = bitmapCopy.GetPixel(0x60 + (rotate + i) % 7, j);
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}
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int AddPalette(Palette p)
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@@ -9,9 +9,15 @@ namespace OpenRa.Game.Graphics
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class Renderer
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{
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readonly GraphicsDevice device;
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Texture[] palettes;
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public Shader SpriteShader { get; private set; } /* note: shared shader params */
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public Shader LineShader { get; private set; }
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public void BuildPalette(Map map)
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{
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palettes = Util.MakeArray(7, i => new HardwarePalette(this, map, i).Texture);
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}
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public void SetPalette(HardwarePalette hp)
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{
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SpriteShader.SetValue("Palette", hp.Texture);
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@@ -37,7 +43,7 @@ namespace OpenRa.Game.Graphics
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{
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device.Begin();
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SpriteShader.SetValue("palDist", waterFrame);
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SpriteShader.SetValue("Palette", palettes[ (int)(waterFrame * palettes.Length) % palettes.Length ]);
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SpriteShader.SetValue("Scroll", scroll);
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SpriteShader.SetValue("r1", r1);
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SpriteShader.SetValue("r2", r2);
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