using System; using System.Collections.Generic; using System.Text; using BluntDirectX.Direct3D; using System.Drawing; using System.IO; using OpenRa.FileFormats; namespace OpenRa.Game { public class HardwarePalette { const int maxEntries = 16; // dont need anything like this many, // but the hardware likes square textures better Bitmap bitmap = new Bitmap(256, maxEntries); GraphicsDevice device; int allocated = 0; Texture paletteTexture; public HardwarePalette(GraphicsDevice device, Map map) { this.device = device; Palette pal = new Palette(FileSystem.Open(map.Theater + ".pal")); AddPalette(pal); foreach (string remap in new string[] { "blue", "red", "orange", "teal", "salmon", "green", "gray" }) AddPalette(new Palette(pal, new PaletteRemap( FileSystem.Open( remap + ".rem" )))); } void Resolve() { const string filename = "../../../palette-cache.png"; bitmap.Save(filename); using (Stream s = File.OpenRead(filename)) paletteTexture = Texture.Create(s, device); } public Texture PaletteTexture { get { if (paletteTexture == null) Resolve(); return paletteTexture; } } int AddPalette(Palette p) { for (int i = 0; i < 256; i++) bitmap.SetPixel(i, allocated, p.GetColor(i)); return allocated++; } } }