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.
64 lines
2.0 KiB
C#
64 lines
2.0 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2020 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System;
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using OpenRA.FileSystem;
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using OpenRA.Graphics;
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namespace OpenRA.Mods.Common.UtilityCommands
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{
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class DumpSequenceSheetsCommand : IUtilityCommand
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{
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static readonly int[] ChannelMasks = { 2, 1, 0, 3 };
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string IUtilityCommand.Name { get { return "--dump-sequence-sheets"; } }
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bool IUtilityCommand.ValidateArguments(string[] args)
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{
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return args.Length >= 3;
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}
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[Desc("PALETTE", "TILESET-OR-MAP", "Exports sequence texture atlas as a set of png images.")]
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void IUtilityCommand.Run(Utility utility, string[] args)
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{
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// HACK: The engine code assumes that Game.modData is set.
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var modData = Game.ModData = utility.ModData;
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var palette = new ImmutablePalette(args[1], new int[0]);
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SequenceProvider sequences = null;
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var mapPackage = new Folder(Platform.EngineDir).OpenPackage(args[2], modData.ModFiles);
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if (mapPackage != null)
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sequences = new Map(modData, mapPackage).Rules.Sequences;
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else if (!modData.DefaultSequences.TryGetValue(args[2], out sequences))
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throw new InvalidOperationException("{0} is not a valid tileset or map path".F(args[2]));
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sequences.Preload();
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var count = 0;
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var sb = sequences.SpriteCache.SheetBuilders[SheetType.Indexed];
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foreach (var s in sb.AllSheets)
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{
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var max = s == sb.Current ? (int)sb.CurrentChannel + 1 : 4;
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for (var i = 0; i < max; i++)
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s.AsPng((TextureChannel)ChannelMasks[i], palette).Save("{0}.png".F(count++));
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}
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sb = sequences.SpriteCache.SheetBuilders[SheetType.BGRA];
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foreach (var s in sb.AllSheets)
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s.AsPng().Save("{0}.png".F(count++));
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Console.WriteLine("Saved [0..{0}].png", count - 1);
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}
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}
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}
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