Esempio n. 1
0
        /// <summary>
        /// Create a buffer containing all GameColors
        /// </summary>
        public void CreateGameColorBuffer()
        {
            var arr = new int[GameColorRGB.NUMCOLORS];

            for (int i = 0; i < arr.Length; ++i)
            {
                var gc  = (GameColor)i;
                var rgb = GameColorRGB.FromGameColor(gc);
                arr[i] = rgb.R | (rgb.G << 8) | (rgb.B << 16);
            }

            var buf = ToDispose(Buffer <int> .New(this.GraphicsDevice, arr, BufferFlags.ShaderResource, SharpDX.DXGI.Format.R8G8B8A8_UNorm,
                                                  SharpDX.Direct3D11.ResourceUsage.Immutable));

            this.Parameters["g_colorBuffer"].SetResource(buf);
        }
Esempio n. 2
0
        void CreateTint()
        {
            var tintBmp = new WriteableBitmap(256, 256, 96, 96, PixelFormats.Bgr32, null);

            var w = tintBmp.PixelWidth;
            var h = tintBmp.PixelHeight;

            var gameColorArr = (GameColor[])Enum.GetValues(typeof(GameColor));
            var colorArr     = new GameColorRGB[gameColorArr.Length - 1];

            for (int i = 0; i < gameColorArr.Length - 1; ++i)
            {
                colorArr[i] = GameColorRGB.FromGameColor(gameColorArr[i]);
            }

            var arr = new int[h, w];

            for (int y = 0; y < h; ++y)
            {
                for (int x = 0; x < w; ++x)
                {
                    var idx = (y / 16) * (w / 16) + (x / 16);
                    if (idx >= colorArr.Length)
                    {
                        continue;
                    }

                    arr[y, x] = colorArr[idx].ToInt32();
                }
            }

            tintBmp.WritePixels(new Int32Rect(0, 0, w, h), arr, w * 4, 0);

            m_tint           = arr;
            tintImage.Source = tintBmp;
        }
Esempio n. 3
0
        void CreateTint()
        {
            var tintBmp = new WriteableBitmap(256, 256, 96, 96, PixelFormats.Bgr32, null);

            var w = tintBmp.PixelWidth;
            var h = tintBmp.PixelHeight;

            var gameColorArr = (GameColor[])Enum.GetValues(typeof(GameColor));
            var colorArr = new GameColorRGB[gameColorArr.Length - 1];
            for (int i = 0; i < gameColorArr.Length - 1; ++i)
                colorArr[i] = GameColorRGB.FromGameColor(gameColorArr[i]);

            var arr = new int[h, w];
            for (int y = 0; y < h; ++y)
            {
                for (int x = 0; x < w; ++x)
                {
                    var idx = (y / 16) * (w / 16) + (x / 16);
                    if (idx >= colorArr.Length)
                        continue;

                    arr[y, x] = colorArr[idx].ToInt32();
                }
            }

            tintBmp.WritePixels(new Int32Rect(0, 0, w, h), arr, w * 4, 0);

            m_tint = arr;
            tintImage.Source = tintBmp;
        }