Files
OpenRA/OpenRA.Game/Graphics/HardwarePalette.cs
RoosterDragon 7030d8b2b6 Changed HardwarePalette.ApplyModifiers to be more efficient.
- Add separate ImmutablePalette and MutablePalette classes since the distinction is extremely important to HardwarePalette.
- Keep a cache of palettes in HardwarePalette to avoid reallocation them every time ApplyModifiers is called.
- Palettes that are not allowed to be modified are copied to the buffer once when added, rather than every time ApplyModifiers is called.
- The AdjustPalette method now takes a read-only dictionary to prevent the dictionary being messed with.
- Added a constant for the palette size to remove its usage as a magic number in several areas.
- The ColorPreviewManagerWidget is annoying in that it needs to actually permanently update a palette after it has been added. To allow this, HardwarePalette now allows a palette to be replaced after initialization. The WorldRenderer therefore now also updates the PaletteReference it created earlier with the new palette to prevent stale data being used elsewhere.
2014-06-28 01:11:48 +01:00

118 lines
3.6 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2014 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;
using System.Collections.Generic;
using OpenRA.Traits;
namespace OpenRA.Graphics
{
public class HardwarePalette
{
public const int MaxPalettes = 256;
public ITexture Texture { get; private set; }
readonly Dictionary<string, ImmutablePalette> palettes = new Dictionary<string, ImmutablePalette>();
readonly Dictionary<string, MutablePalette> modifiablePalettes = new Dictionary<string, MutablePalette>();
readonly IReadOnlyDictionary<string, MutablePalette> readOnlyModifiablePalettes;
readonly Dictionary<string, int> indices = new Dictionary<string, int>();
readonly uint[,] buffer = new uint[Palette.Size, MaxPalettes];
public HardwarePalette()
{
Texture = Game.Renderer.Device.CreateTexture();
readOnlyModifiablePalettes = modifiablePalettes.AsReadOnly();
}
public IPalette GetPalette(string name)
{
MutablePalette mutable;
if (modifiablePalettes.TryGetValue(name, out mutable))
return mutable.AsReadOnly();
ImmutablePalette immutable;
if (palettes.TryGetValue(name, out immutable))
return immutable;
throw new InvalidOperationException("Palette `{0}` does not exist".F(name));
}
public int GetPaletteIndex(string name)
{
int ret;
if (!indices.TryGetValue(name, out ret))
throw new InvalidOperationException("Palette `{0}` does not exist".F(name));
return ret;
}
public void AddPalette(string name, ImmutablePalette p, bool allowModifiers)
{
if (palettes.Count >= MaxPalettes)
throw new InvalidOperationException("Limit of {0} palettes reached. Cannot add {1}.".F(MaxPalettes, name));
if (palettes.ContainsKey(name))
throw new InvalidOperationException("Palette {0} has already been defined".F(name));
int index = palettes.Count;
indices.Add(name, index);
palettes.Add(name, p);
if (allowModifiers)
modifiablePalettes.Add(name, new MutablePalette(p));
else
CopyPaletteToBuffer(index, p);
}
public void ReplacePalette(string name, IPalette p)
{
if (modifiablePalettes.ContainsKey(name))
CopyPaletteToBuffer(indices[name], modifiablePalettes[name] = new MutablePalette(p));
else if (palettes.ContainsKey(name))
CopyPaletteToBuffer(indices[name], palettes[name] = new ImmutablePalette(p));
else
throw new InvalidOperationException("Palette `{0}` does not exist".F(name));
Texture.SetData(buffer);
}
public void Initialize()
{
CopyModifiablePalettesToBuffer();
Texture.SetData(buffer);
}
void CopyPaletteToBuffer(int index, IPalette p)
{
for (var i = 0; i < Palette.Size; i++)
buffer[i, index] = p[i];
}
void CopyModifiablePalettesToBuffer()
{
foreach (var kvp in modifiablePalettes)
CopyPaletteToBuffer(indices[kvp.Key], kvp.Value);
}
public void ApplyModifiers(IEnumerable<IPaletteModifier> paletteMods)
{
foreach (var mod in paletteMods)
mod.AdjustPalette(readOnlyModifiablePalettes);
// Update our texture with the changes.
CopyModifiablePalettesToBuffer();
Texture.SetData(buffer);
// Reset modified palettes back to their original colors, ready for next time.
foreach (var kvp in modifiablePalettes)
{
var originalPalette = palettes[kvp.Key];
var modifiedPalette = kvp.Value;
for (var i = 0; i < Palette.Size; i++)
modifiedPalette[i] = originalPalette[i];
}
}
}
}