Fix definition and use of non-indexed sprite color channels.
Our SpriteFrameType names refer to the byte channel order rather than the bit order, meaning that SpriteFrameType.BGRA corresponds to the standard Color.ToArgb() etc byte order when the (little-endian) integer is read as 4 individual bytes. The previous code did not account for the fact that non-indexed Png uses big-endian storage for its RGBA colours, and that SheetBuilder had the color channels incorrectly swapped to match and cancel this out. New SpriteFrameType enums are introduced to distinguish between BGRA (little-endian) and RGBA (big-endian) formats, and also for 24bit data without alpha. The channel swizzling / alpha creation is now handled when copying into the texture atlas, removing the need for non-png ISpriteLoader implementations to allocate an additional temporary array and reorder the channels during load.
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@@ -62,7 +62,7 @@ namespace OpenRA.Graphics
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vertices[nv + 5] = new Vertex(a, r.Left, r.Top, sl, st, paletteTextureIndex, fAttribC, tint);
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}
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public static void FastCopyIntoChannel(Sprite dest, byte[] src)
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public static void FastCopyIntoChannel(Sprite dest, byte[] src, SpriteFrameType srcType)
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{
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var destData = dest.Sheet.GetData();
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var width = dest.Bounds.Width;
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@@ -85,12 +85,34 @@ namespace OpenRA.Graphics
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{
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for (var i = 0; i < width; i++)
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{
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var r = src[k++];
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var g = src[k++];
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var b = src[k++];
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var a = src[k++];
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var cc = Color.FromArgb(a, r, g, b);
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byte r, g, b, a;
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switch (srcType)
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{
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case SpriteFrameType.BGRA:
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case SpriteFrameType.BGR:
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{
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b = src[k++];
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g = src[k++];
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r = src[k++];
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a = srcType == SpriteFrameType.BGRA ? src[k++] : (byte)255;
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break;
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}
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case SpriteFrameType.RGBA:
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case SpriteFrameType.RGB:
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{
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r = src[k++];
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g = src[k++];
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b = src[k++];
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a = srcType == SpriteFrameType.RGBA ? src[k++] : (byte)255;
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break;
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}
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default:
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throw new InvalidOperationException("Unknown SpriteFrameType {0}".F(srcType));
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}
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var cc = Color.FromArgb(a, r, g, b);
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data[(y + j) * destStride + x + i] = PremultiplyAlpha(cc).ToArgb();
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}
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}
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@@ -139,16 +161,29 @@ namespace OpenRA.Graphics
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for (var i = 0; i < width; i++)
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{
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Color cc;
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if (src.Palette == null)
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switch (src.Type)
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{
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var r = src.Data[k++];
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var g = src.Data[k++];
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var b = src.Data[k++];
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var a = src.Data[k++];
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cc = Color.FromArgb(a, r, g, b);
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case SpriteFrameType.Indexed:
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{
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cc = src.Palette[src.Data[k++]];
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break;
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}
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case SpriteFrameType.RGBA:
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case SpriteFrameType.RGB:
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{
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var r = src.Data[k++];
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var g = src.Data[k++];
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var b = src.Data[k++];
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var a = src.Type == SpriteFrameType.RGBA ? src.Data[k++] : (byte)255;
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cc = Color.FromArgb(a, r, g, b);
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break;
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}
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// Pngs don't support BGR[A], so no need to include them here
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default:
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throw new InvalidOperationException("Unknown SpriteFrameType {0}".F(src.Type));
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}
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else
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cc = src.Palette[src.Data[k++]];
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data[(y + j) * destStride + x + i] = PremultiplyAlpha(cc).ToArgb();
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}
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