Cleanup and performance/allocation improvement for AssetDataForImage.PatchImage
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@ -41,39 +41,40 @@ namespace StardewModdingAPI.Framework.Content
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targetArea ??= new Rectangle(0, 0, Math.Min(sourceArea.Value.Width, target.Width), Math.Min(sourceArea.Value.Height, target.Height));
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// validate
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if (sourceArea.Value.X < 0 || sourceArea.Value.Y < 0 || sourceArea.Value.Right > source.Width || sourceArea.Value.Bottom > source.Height)
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if (!source.Bounds.Contains(sourceArea.Value))
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throw new ArgumentOutOfRangeException(nameof(sourceArea), "The source area is outside the bounds of the source texture.");
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if (targetArea.Value.X < 0 || targetArea.Value.Y < 0 || targetArea.Value.Right > target.Width || targetArea.Value.Bottom > target.Height)
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if (!target.Bounds.Contains(targetArea.Value))
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throw new ArgumentOutOfRangeException(nameof(targetArea), "The target area is outside the bounds of the target texture.");
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if (sourceArea.Value.Width != targetArea.Value.Width || sourceArea.Value.Height != targetArea.Value.Height)
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if (sourceArea.Value.Size != targetArea.Value.Size)
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throw new InvalidOperationException("The source and target areas must be the same size.");
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// get source data
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int pixelCount = sourceArea.Value.Width * sourceArea.Value.Height;
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Color[] sourceData = new Color[pixelCount];
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Color[] sourceData = GC.AllocateUninitializedArray<Color>(pixelCount);
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source.GetData(0, sourceArea, sourceData, 0, pixelCount);
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// merge data in overlay mode
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if (patchMode == PatchMode.Overlay)
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{
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// get target data
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Color[] targetData = new Color[pixelCount];
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Color[] targetData = GC.AllocateUninitializedArray<Color>(pixelCount);
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target.GetData(0, targetArea, targetData, 0, pixelCount);
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// merge pixels
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Color[] newData = new Color[targetArea.Value.Width * targetArea.Value.Height];
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target.GetData(0, targetArea, newData, 0, newData.Length);
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for (int i = 0; i < sourceData.Length; i++)
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{
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Color above = sourceData[i];
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Color below = targetData[i];
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// shortcut transparency
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if (above.A < AssetDataForImage.MinOpacity)
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continue;
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if (below.A < AssetDataForImage.MinOpacity)
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if (above.A < MinOpacity)
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{
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newData[i] = above;
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sourceData[i] = below;
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continue;
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}
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if (below.A < MinOpacity)
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{
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sourceData[i] = above;
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continue;
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}
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@ -84,14 +85,13 @@ namespace StardewModdingAPI.Framework.Content
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// Note: don't use named arguments here since they're different between
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// Linux/macOS and Windows.
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float alphaBelow = 1 - (above.A / 255f);
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newData[i] = new Color(
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sourceData[i] = new Color(
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(int)(above.R + (below.R * alphaBelow)), // r
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(int)(above.G + (below.G * alphaBelow)), // g
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(int)(above.B + (below.B * alphaBelow)), // b
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Math.Max(above.A, below.A) // a
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);
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}
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sourceData = newData;
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}
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// patch target texture
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@ -105,7 +105,7 @@ namespace StardewModdingAPI.Framework.Content
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return false;
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Texture2D original = this.Data;
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Texture2D texture = new Texture2D(Game1.graphics.GraphicsDevice, Math.Max(original.Width, minWidth), Math.Max(original.Height, minHeight));
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Texture2D texture = new(Game1.graphics.GraphicsDevice, Math.Max(original.Width, minWidth), Math.Max(original.Height, minHeight));
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this.ReplaceWith(texture);
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this.PatchImage(original);
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return true;
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