Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaClient/Source/Utils/TextureLoader.cs

138 lines
4.5 KiB
C#

using Microsoft.Xna.Framework.Graphics;
using System;
using System.IO;
using System.Threading;
using Color = Microsoft.Xna.Framework.Color;
namespace Barotrauma
{
/// <summary>
/// Based on http://jakepoz.com/jake_poznanski__background_load_xna.html
/// </summary>
public static class TextureLoader
{
public static Texture2D PlaceHolderTexture
{
get;
private set;
}
static TextureLoader()
{
BlendColorBlendState = new BlendState
{
ColorDestinationBlend = Blend.Zero,
ColorWriteChannels = ColorWriteChannels.Red | ColorWriteChannels.Green | ColorWriteChannels.Blue,
AlphaDestinationBlend = Blend.Zero,
AlphaSourceBlend = Blend.SourceAlpha,
ColorSourceBlend = Blend.SourceAlpha
};
BlendAlphaBlendState = new BlendState
{
ColorWriteChannels = ColorWriteChannels.Alpha,
AlphaDestinationBlend = Blend.Zero,
ColorDestinationBlend = Blend.Zero,
AlphaSourceBlend = Blend.One,
ColorSourceBlend = Blend.One
};
}
public static void Init(GraphicsDevice graphicsDevice, bool needsBmp = false)
{
_graphicsDevice = graphicsDevice;
_needsBmp = needsBmp;
_spriteBatch = new SpriteBatch(_graphicsDevice);
PlaceHolderTexture = new Texture2D(graphicsDevice, 32, 32);
Color[] data = new Color[32 * 32];
for (int i = 0; i < 32 * 32; i++)
{
data[i] = Color.Magenta;
}
PlaceHolderTexture.SetData(data);
}
public static Texture2D FromFile(string path, bool preMultiplyAlpha = true)
{
try
{
using (Stream fileStream = File.OpenRead(path))
{
var texture = Texture2D.FromStream(_graphicsDevice, fileStream);
if (preMultiplyAlpha)
{
PreMultiplyAlpha(ref texture);
}
return texture;
}
}
catch (Exception e)
{
DebugConsole.ThrowError("Loading texture \"" + path + "\" failed!", e);
return null;
}
}
public static Texture2D FromStream(Stream fileStream, bool preMultiplyAlpha = true)
{
try
{
var texture = Texture2D.FromStream(_graphicsDevice, fileStream);
PreMultiplyAlpha(ref texture);
return texture;
}
catch (Exception e)
{
DebugConsole.ThrowError("Loading texture from stream failed!", e);
return null;
}
}
private static void PreMultiplyAlpha(ref Texture2D texture)
{
UInt32[] data = new UInt32[texture.Width * texture.Height];
texture.GetData(data);
for (int i = 0; i < data.Length; i++)
{
uint a = (data[i] & 0xff000000) >> 24;
if (a == 0)
{
data[i] = 0;
continue;
}
else if (a == uint.MaxValue)
{
continue;
}
uint r = (data[i] & 0x00ff0000) >> 16;
uint g = (data[i] & 0x0000ff00) >> 8;
uint b = (data[i] & 0x000000ff);
// Monogame 3.7 needs the line below.
a *= a; a /= 255;
b *= a; b /= 255;
g *= a; g /= 255;
r *= a; r /= 255;
data[i] = (a << 24) | (r << 16) | (g << 8) | b;
}
//not sure why this is needed, but it seems to cut the memory usage of the game almost in half
//GetData/SetData might be leaking memory?
int width = texture.Width; int height = texture.Height;
texture.Dispose();
texture = new Texture2D(_graphicsDevice, width, height);
texture.SetData(data);
}
private static readonly BlendState BlendColorBlendState;
private static readonly BlendState BlendAlphaBlendState;
private static GraphicsDevice _graphicsDevice;
private static SpriteBatch _spriteBatch;
private static bool _needsBmp;
}
}