コード例 #1
0
        public void Update(GraphicsDevice Device)
        {
            if (!CompositeValid)
            {
                CompositeValid = true;
                Layers.Sort((a, b) => a.Layer.Precedence - b.Layer.Precedence);

                // Render the composite texture
                var maxSize = new Point(0, 0);
                foreach (var layer in Layers)
                {
                    maxSize.X = Math.Max(layer.Layer.CachedTexture.Width, maxSize.X);
                    maxSize.Y = Math.Max(layer.Layer.CachedTexture.Height, maxSize.Y);
                }

                if (maxSize.X == 0 || maxSize.Y == 0)
                {
                    return;
                }

                if (MemoryComposite == null || MemoryComposite.Width != maxSize.X || MemoryComposite.Height != maxSize.Y)
                {
                    MemoryComposite = new MemoryTexture(maxSize.X, maxSize.Y);
                }

                TextureTool.ClearMemoryTexture(MemoryComposite);

                foreach (var layer in Layers)
                {
                    TextureTool.Blit(layer.Layer.CachedTexture, layer.Palette.CachedPalette, MemoryComposite);
                }

                Composite = TextureTool.Texture2DFromMemoryTexture(Device, MemoryComposite);
            }
        }
コード例 #2
0
        public static void ConvertTestPSD()
        {
            var stream = System.IO.File.OpenRead("Content/Entities/Dwarf/Layers/test.psd");
            var psd    = new PhotoshopFile.PsdFile(stream, new PhotoshopFile.LoadContext());

            if (FindPalette("Hair 02").HasValue(out var conversionPalette))
            {
                foreach (var layer in psd.Layers)
                {
                    var channels = new List <PhotoshopFile.Channel>();
                    channels.Add(layer.Channels.Where(c => c.ID == 0).FirstOrDefault());
                    channels.Add(layer.Channels.Where(c => c.ID == 1).FirstOrDefault());
                    channels.Add(layer.Channels.Where(c => c.ID == 2).FirstOrDefault());
                    channels.Add(layer.AlphaChannel);

                    var rawMemText = new MemoryTexture(layer.Rect.Width, layer.Rect.Height);

                    for (var index = 0; index < layer.Rect.Width * layer.Rect.Height; ++index)
                    {
                        if (channels[3].ImageData[index] == 0)
                        {
                            rawMemText.Data[index] = new Color(0, 0, 0, 0);
                        }
                        else
                        {
                            rawMemText.Data[index] = new Color(channels[0].ImageData[index], channels[1].ImageData[index], channels[2].ImageData[index], channels[3].ImageData[index]);
                        }
                    }

                    var memTex = new MemoryTexture(psd.ColumnCount, psd.RowCount);
                    TextureTool.Blit(rawMemText, new Rectangle(0, 0, layer.Rect.Width, layer.Rect.Height), memTex, new Point(layer.Rect.X, layer.Rect.Y));

                    var decomposed = TextureTool.DecomposeTexture(memTex, conversionPalette.CachedPalette);
                    var composed   = TextureTool.ComposeTexture(decomposed, BasePalette.CachedPalette);

                    TextureTool.Blit(composed, new Rectangle(layer.Rect.X, layer.Rect.Y, layer.Rect.Width, layer.Rect.Height), rawMemText, new Rectangle(0, 0, rawMemText.Width, rawMemText.Height));

                    for (var index = 0; index < rawMemText.Width * rawMemText.Height; ++index)
                    {
                        channels[0].ImageData[index] = rawMemText.Data[index].R;
                        channels[1].ImageData[index] = rawMemText.Data[index].G;
                        channels[2].ImageData[index] = rawMemText.Data[index].B;
                        channels[3].ImageData[index] = rawMemText.Data[index].A;
                    }

                    foreach (var channel in layer.Channels)
                    {
                        channel.ImageDataRaw = null;
                    }
                }
            }

            psd.PrepareSave();
            psd.Save("processed.psd", Encoding.Unicode);
        }
コード例 #3
0
        private static bool RuinTemplatesLoaded = false; // Todo: Move this over into the Library

        private static void LoadRuinTemplates()
        {
            if (RuinTemplatesLoaded)
            {
                return;
            }

            RuinTemplatesLoaded = true;
            RuinTemplates       = new List <MemoryTexture>();

            var tex = TextureTool.MemoryTextureFromTexture2D(AssetManager.GetContentTexture("World/ruins"));

            for (var x = 0; x < tex.Width; x += 16) // If our texture isn't the right size this will f**k up.
            {
                for (var y = 0; y < tex.Height; y += 16)
                {
                    var template = new MemoryTexture(16, 16);
                    TextureTool.Blit(tex, new Rectangle(x, y, 16, 16), template, new Point(0, 0));
                    RuinTemplates.Add(template);
                }
            }
        }