#region Copyright & License Information /* * Copyright 2007-2015 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. For more information, * see COPYING. */ #endregion using System.Collections.Generic; using System.Linq; using OpenRA.Graphics; using OpenRA.Traits; namespace OpenRA.Mods.Common.Traits { [Desc("Used for day/night effects.")] class GlobalLightingPaletteEffectInfo : ITraitInfo { [Desc("Do not modify graphics that use any palette in this list.")] public readonly HashSet ExcludePalettes = new HashSet { "cursor", "chrome", "colorpicker", "fog", "shroud", "alpha" }; [Desc("Do not modify graphics that start with these letters.")] public readonly HashSet ExcludePalettePrefixes = new HashSet(); public readonly float Red = 1f; public readonly float Green = 1f; public readonly float Blue = 1f; public readonly float Ambient = 1f; public object Create(ActorInitializer init) { return new GlobalLightingPaletteEffect(this); } } class GlobalLightingPaletteEffect : IPaletteModifier { readonly GlobalLightingPaletteEffectInfo info; public float Red; public float Green; public float Blue; public float Ambient; public GlobalLightingPaletteEffect(GlobalLightingPaletteEffectInfo info) { this.info = info; Red = info.Red; Green = info.Green; Blue = info.Blue; Ambient = info.Ambient; } public void AdjustPalette(IReadOnlyDictionary palettes) { // Calculate ambient color multipliers as integers for speed. To handle fractional ambiance, we'll increase // the magnitude of the result by 8 bits. var ar = (uint)((1 << 8) * Ambient * Red); var ag = (uint)((1 << 8) * Ambient * Green); var ab = (uint)((1 << 8) * Ambient * Blue); foreach (var kvp in palettes) { if (info.ExcludePalettes.Contains(kvp.Key)) continue; if (info.ExcludePalettePrefixes.Any(kvp.Key.StartsWith)) continue; var palette = kvp.Value; for (var x = 0; x < Palette.Size; x++) { /* Here is the reference code for the operation we are performing. var from = palette.GetColor(x); var r = (int)(from.R * Ambient * Red).Clamp(0, 255); var g = (int)(from.G * Ambient * Green).Clamp(0, 255); var b = (int)(from.B * Ambient * Blue).Clamp(0, 255); palette.SetColor(x, Color.FromArgb(from.A, r, g, b)); */ // PERF: Use integer arithmetic to avoid costly conversions to and from floating point values. var from = palette[x]; // 1: Extract each color component and shift it to the lower bits, then multiply with ambiance. // 2: Because the ambiance was increased by 8 bits, our result has been shifted 8 bits up. // If the multiply overflowed we clamp the value, otherwise we mask out the fractional bits. // 3: Finally, we shift the color component back to its correct place. We're already 8 bits higher // than expected due to the multiply, so we don't have to shift as far to get back. var r1 = ((from & 0x00FF0000) >> 16) * ar; var r2 = r1 >= 0x0000FF00 ? 0x0000FF00 : r1 & 0x0000FF00; var r3 = r2 << 8; var g1 = ((from & 0x0000FF00) >> 8) * ag; var g2 = g1 >= 0x0000FF00 ? 0x0000FF00 : g1 & 0x0000FF00; var g3 = g2 << 0; var b1 = ((from & 0x000000FF) >> 0) * ab; var b2 = b1 >= 0x0000FF00 ? 0x0000FF00 : b1 & 0x0000FF00; var b3 = b2 >> 8; // Combine all the adjusted components back together. var a = from & 0xFF000000; palette[x] = a | r3 | g3 | b3; } } } } }