156 lines
4.7 KiB
C#
156 lines
4.7 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2021 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 System.Collections.Generic;
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using OpenRA.Traits;
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namespace OpenRA.Graphics
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{
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public sealed class HardwarePalette : IDisposable
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{
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public ITexture Texture { get; private set; }
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public ITexture ColorShifts { get; private set; }
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public int Height { get; private set; }
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readonly Dictionary<string, ImmutablePalette> palettes = new Dictionary<string, ImmutablePalette>();
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readonly Dictionary<string, MutablePalette> mutablePalettes = new Dictionary<string, MutablePalette>();
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readonly Dictionary<string, int> indices = new Dictionary<string, int>();
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byte[] buffer = new byte[0];
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float[] colorShiftBuffer = new float[0];
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public HardwarePalette()
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{
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Texture = Game.Renderer.Context.CreateTexture();
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ColorShifts = Game.Renderer.Context.CreateTexture();
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}
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public bool Contains(string name)
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{
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return mutablePalettes.ContainsKey(name) || palettes.ContainsKey(name);
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}
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public IPalette GetPalette(string name)
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{
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if (mutablePalettes.TryGetValue(name, out var mutable))
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return mutable.AsReadOnly();
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if (palettes.TryGetValue(name, out var immutable))
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return immutable;
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throw new InvalidOperationException($"Palette `{name}` does not exist");
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}
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public int GetPaletteIndex(string name)
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{
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if (!indices.TryGetValue(name, out var ret))
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throw new InvalidOperationException($"Palette `{name}` does not exist");
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return ret;
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}
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public void AddPalette(string name, ImmutablePalette p, bool allowModifiers)
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{
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if (palettes.ContainsKey(name))
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throw new InvalidOperationException($"Palette {name} has already been defined");
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// PERF: the first row in the palette textures is reserved as a placeholder for non-indexed sprites
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// that do not have a color-shift applied. This provides a quick shortcut to avoid querying the
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// color-shift texture for every pixel only to find that most are not shifted.
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var index = palettes.Count + 1;
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indices.Add(name, index);
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palettes.Add(name, p);
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if (index >= Height)
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{
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Height = Exts.NextPowerOf2(index + 1);
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Array.Resize(ref buffer, Height * Palette.Size * 4);
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Array.Resize(ref colorShiftBuffer, Height * 4);
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}
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if (allowModifiers)
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mutablePalettes.Add(name, new MutablePalette(p));
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else
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CopyPaletteToBuffer(index, p);
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}
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public void ReplacePalette(string name, IPalette p)
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{
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if (mutablePalettes.ContainsKey(name))
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CopyPaletteToBuffer(indices[name], mutablePalettes[name] = new MutablePalette(p));
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else if (palettes.ContainsKey(name))
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CopyPaletteToBuffer(indices[name], palettes[name] = new ImmutablePalette(p));
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else
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throw new InvalidOperationException($"Palette `{name}` does not exist");
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CopyBufferToTexture();
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}
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public void SetColorShift(string name, float hueOffset, float satOffset, float minHue, float maxHue)
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{
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var index = GetPaletteIndex(name);
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colorShiftBuffer[4 * index + 0] = hueOffset;
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colorShiftBuffer[4 * index + 1] = satOffset;
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colorShiftBuffer[4 * index + 2] = minHue;
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colorShiftBuffer[4 * index + 3] = maxHue;
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}
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public bool HasColorShift(string name)
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{
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var index = GetPaletteIndex(name);
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return colorShiftBuffer[4 * index + 2] != 0 || colorShiftBuffer[4 * index + 3] != 0;
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}
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public void Initialize()
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{
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CopyModifiablePalettesToBuffer();
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CopyBufferToTexture();
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}
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void CopyPaletteToBuffer(int index, IPalette p)
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{
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p.CopyToArray(buffer, index * Palette.Size);
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}
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void CopyModifiablePalettesToBuffer()
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{
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foreach (var kvp in mutablePalettes)
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CopyPaletteToBuffer(indices[kvp.Key], kvp.Value);
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}
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void CopyBufferToTexture()
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{
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Texture.SetData(buffer, Palette.Size, Height);
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ColorShifts.SetFloatData(colorShiftBuffer, 1, Height);
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}
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public void ApplyModifiers(IEnumerable<IPaletteModifier> paletteMods)
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{
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foreach (var mod in paletteMods)
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mod.AdjustPalette(mutablePalettes);
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// Update our texture with the changes.
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CopyModifiablePalettesToBuffer();
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CopyBufferToTexture();
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// Reset modified palettes back to their original colors, ready for next time.
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foreach (var kvp in mutablePalettes)
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{
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var originalPalette = palettes[kvp.Key];
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var modifiedPalette = kvp.Value;
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modifiedPalette.SetFromPalette(originalPalette);
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}
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}
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public void Dispose()
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{
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Texture.Dispose();
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ColorShifts.Dispose();
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}
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}
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}
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