UltimateZoneBuilder/Source/Core/Data/Playpal.cs

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#region ================== Copyright (c) 2007 Pascal vd Heiden
/*
* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
* This program is released under GNU General Public License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
*/
#endregion
#region ================== Namespaces
using System;
using System.Drawing;
using System.Drawing.Imaging;
using System.IO;
using CodeImp.DoomBuilder.Rendering;
#endregion
namespace CodeImp.DoomBuilder.Data
{
public sealed class Playpal
{
#region ================== Constants
#endregion
#region ================== Variables
private PixelColor[] colors;
#endregion
#region ================== Properties
public PixelColor this[int index] { get { return colors[index]; } }
public int Length { get { return colors.Length; } }
#endregion
#region ================== Constructor / Disposer
// Constructor
public Playpal()
{
// Create array
colors = new PixelColor[256];
// Set all palette entries
for(int i = 0; i < 256; i++)
{
// Set colors to gray
colors[i].r = 127;
colors[i].g = 127;
colors[i].b = 127;
colors[i].a = 255;
}
}
// Constructor
public Playpal(Stream stream)
{
BinaryReader reader = new BinaryReader(stream);
// Create array
colors = new PixelColor[256];
// Read all palette entries
stream.Seek(0, SeekOrigin.Begin);
for(int i = 0; i < 256; i++)
{
// Read colors
colors[i].r = reader.ReadByte();
colors[i].g = reader.ReadByte();
colors[i].b = reader.ReadByte();
colors[i].a = 255;
}
}
#endregion
#region ================== Methods
public Bitmap CreateBitmap() {
var bitmap = new Bitmap(16, 16, PixelFormat.Format32bppRgb);
for (int y = 0; y < 16; y++) {
for (int x = 0; x < 16; x++) {
int index = 16 * y + x;
if (index < colors.Length)
{
bitmap.SetPixel(x, y, colors[index].ToColor());
}
}
}
return bitmap;
}
public int FindClosestColor(PixelColor match)
{
float minDist = 99999;
int minIndex = 0;
for (int i = 0; i < colors.Length; i++)
{
PixelColor color = colors[i];
float dr = (float)match.r - (float)color.r;
float dg = (float)match.g - (float)color.g;
float db = (float)match.b - (float)color.b;
float sqDist = dr * dr + dg * dg + db * db;
if (sqDist < minDist)
{
minIndex = i;
minDist = sqDist;
}
}
return minIndex;
}
#endregion
}
}