Beispiel #1
0
HRESULT HookIDirect3DDevice9::SetCurrentTexturePalette(LPVOID _this, UINT PaletteNumber)
{
	LOG_API();
	return pD3Dev->SetCurrentTexturePalette(PaletteNumber);
}
Beispiel #2
-1
/* Load the palette, if any, for the given texture into a palette slot, and make
 * it current. */
static void SetPalette( unsigned TexResource )
{
	/* If the texture isn't paletted, we have nothing to do. */
	if( g_TexResourceToTexturePalette.find(TexResource) == g_TexResourceToTexturePalette.end() )
		return;

	/* Is the palette already loaded? */
	if( g_TexResourceToPaletteIndex.find(TexResource) == g_TexResourceToPaletteIndex.end() )
	{
		/* It's not.  Grab the least recently used slot. */
		int iPalIndex = g_PaletteIndex.front();

		/* If any other texture is currently using this slot, mark that palette unloaded. */
		for( map<unsigned,int>::iterator i = g_TexResourceToPaletteIndex.begin(); i != g_TexResourceToPaletteIndex.end(); ++i )
		{
			if( i->second != iPalIndex )
				continue;
			g_TexResourceToPaletteIndex.erase(i);
			break;
		}

		/* Load it. */
#if !defined(XBOX)
		TexturePalette& pal = g_TexResourceToTexturePalette[TexResource];
		g_pd3dDevice->SetPaletteEntries( iPalIndex, pal.p );
#else
		ASSERT(0);
#endif

		g_TexResourceToPaletteIndex[TexResource] = iPalIndex;
	}
	
	const int iPalIndex = g_TexResourceToPaletteIndex[TexResource];

	/* Find this palette index in the least-recently-used queue and move it to the end. */
	for(list<int>::iterator i = g_PaletteIndex.begin(); i != g_PaletteIndex.end(); ++i)
	{
		if( *i != iPalIndex )
			continue;
		g_PaletteIndex.erase(i);
		g_PaletteIndex.push_back(iPalIndex);
		break;
	}

#if !defined(XBOX)
	g_pd3dDevice->SetCurrentTexturePalette( iPalIndex );
#else
	ASSERT(0);
#endif
}