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Premultiply textures when using RawContentManager

This commit is contained in:
Ell 2022-05-07 21:39:36 +02:00
parent 16b9e26969
commit 47b58b1942
3 changed files with 20 additions and 1 deletions

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@ -40,6 +40,10 @@ Removals
- Marked old Draw and DrawTransformed overloads as obsolete in favor of SpriteBatchContext ones
- Marked Tooltip.Paragraph as obsolete in favor of new Paragraphs collection
### MLEM.Data
Improvements
- Premultiply textures when using RawContentManager
## 5.3.0
### MLEM
Additions

View file

@ -1,5 +1,7 @@
using System.IO;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using MLEM.Extensions;
namespace MLEM.Data.Content {
/// <inheritdoc />
@ -11,7 +13,20 @@ namespace MLEM.Data.Content {
existing.Reload(stream);
return existing;
} else {
return Texture2D.FromStream(manager.GraphicsDevice, stream);
// premultiply the texture's color to be in line with the pipeline's texture reader
// TODO this can be converted to use https://github.com/MonoGame/MonoGame/pull/7369 in the future
using (var texture = Texture2D.FromStream(manager.GraphicsDevice, stream)) {
var ret = new Texture2D(manager.GraphicsDevice, texture.Width, texture.Height);
using (var textureData = texture.GetTextureData()) {
using (var retData = ret.GetTextureData()) {
for (var x = 0; x < ret.Width; x++) {
for (var y = 0; y < ret.Height; y++)
retData[x, y] = Color.FromNonPremultiplied(textureData[x, y].ToVector4());
}
}
}
return ret;
}
}
}

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