Example #1
0
        protected override void CreateInternal(byte[] data)
        {
            base.CreateInternal(data);
            if (Content == null)
            {
                return;
            }

            // Load the base texture.
            BaseTexture = Engine.AssetLoader.Get <PaletteBaseTexture>(Content.BaseAsset);

            Debug.Assert(BaseTexture != null);
            Debug.Assert(BaseTexture.PaletteMap != null);

            // Load all variations.
            var pixels = new byte[BaseTexture.PaletteMap.Length * 4];

            foreach (Palette p in Content.Palettes)
            {
                for (var j = 0; j < pixels.Length; j += 4)
                {
                    byte index = BaseTexture.PaletteMap[j / 4];
                    if (index >= p.Colors.Length)
                    {
                        index = 0;
                    }

                    Color c = p.Colors[index];
                    pixels[j]     = c.B;
                    pixels[j + 1] = c.G;
                    pixels[j + 2] = c.R;
                    pixels[j + 3] = c.A;
                }

                GLThread.ExecuteGLThread(() =>
                {
                    var texture = new Texture(BaseTexture.Texture.Size);
                    texture.Upload(BaseTexture.Texture.Size, pixels);
                    texture.FlipY = BaseTexture.Texture.FlipY;
                    PaletteSwaps.Add(p, texture);
                });
            }

            // Free up the palette map memory.
            BaseTexture.PaletteMap = null;
        }
Example #2
0
        protected override void CreateInternal(ReadOnlyMemory <byte> data)
        {
            base.CreateInternal(data);
            if (Content == null)
            {
                return;
            }

            // Load the base texture.
            BaseTexture = Engine.AssetLoader.Get <PaletteBaseTexture>(Content.BaseAsset);

            Debug.Assert(BaseTexture != null);
            Debug.Assert(BaseTexture.PaletteMap != null);

            // Load all variations.
            var          pixels        = new byte[BaseTexture.PaletteMap.Length * 4];
            Span <Color> pixelsAsColor = MemoryMarshal.Cast <byte, Color>(pixels);

            foreach (Palette p in Content.Palettes)
            {
                for (var j = 0; j < pixelsAsColor.Length; j++)
                {
                    byte index = BaseTexture.PaletteMap[j];
                    if (index >= p.Colors.Length)
                    {
                        index = 0;
                    }

                    Color c = p.Colors[index];
                    pixelsAsColor[j] = c;
                }

                GLThread.ExecuteGLThread(() =>
                {
                    var texture = new Texture(BaseTexture.Texture.Size, PixelFormat.Rgba);
                    texture.Upload(BaseTexture.Texture.Size, pixels);
                    texture.FlipY = BaseTexture.Texture.FlipY;
                    PaletteSwaps.Add(p, texture);
                });
            }

            // Free up the palette map memory.
            BaseTexture.PaletteMap = null;
        }