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-rw-r--r--docs/release-notes.md1
-rw-r--r--src/SMAPI/Framework/ContentManagers/ModContentManager.cs60
2 files changed, 8 insertions, 53 deletions
diff --git a/docs/release-notes.md b/docs/release-notes.md
index 4fbb2e07..69943248 100644
--- a/docs/release-notes.md
+++ b/docs/release-notes.md
@@ -16,6 +16,7 @@
* Added [data API](https://stardewvalleywiki.com/Modding:Modder_Guide/APIs/Data).
* Added `IContentPack.WriteJsonFile` method.
* Added IntelliSense documentation when not using the 'for developers' version of SMAPI.
+ * Mods are no longer prevented from loading a PNG while the game is drawing.
* Fixed `IContentPack.ReadJsonFile` allowing non-relative paths.
* Suppressed the game's 'added crickets' debug output.
* **Breaking change:** `helper.ModRegistry` now returns `IModInfo` instead of `IManifest` directly. This lets SMAPI return more metadata about mods in future versions.
diff --git a/src/SMAPI/Framework/ContentManagers/ModContentManager.cs b/src/SMAPI/Framework/ContentManagers/ModContentManager.cs
index 24ce69ea..7048dcf3 100644
--- a/src/SMAPI/Framework/ContentManagers/ModContentManager.cs
+++ b/src/SMAPI/Framework/ContentManagers/ModContentManager.cs
@@ -165,63 +165,17 @@ namespace StardewModdingAPI.Framework.ContentManagers
return file;
}
- /// <summary>Premultiply a texture's alpha values to avoid transparency issues in the game. This is only possible if the game isn't currently drawing.</summary>
+ /// <summary>Premultiply a texture's alpha values to avoid transparency issues in the game.</summary>
/// <param name="texture">The texture to premultiply.</param>
/// <returns>Returns a premultiplied texture.</returns>
- /// <remarks>Based on <a href="https://gist.github.com/Layoric/6255384">code by Layoric</a>.</remarks>
+ /// <remarks>Based on <a href="https://gamedev.stackexchange.com/a/26037">code by David Gouveia</a>.</remarks>
private Texture2D PremultiplyTransparency(Texture2D texture)
{
- // validate
- if (Context.IsInDrawLoop)
- throw new NotSupportedException("Can't load a PNG file while the game is drawing to the screen. Make sure you load content outside the draw loop.");
-
- // process texture
- SpriteBatch spriteBatch = Game1.spriteBatch;
- GraphicsDevice gpu = Game1.graphics.GraphicsDevice;
- using (RenderTarget2D renderTarget = new RenderTarget2D(Game1.graphics.GraphicsDevice, texture.Width, texture.Height))
- {
- // create blank render target to premultiply
- gpu.SetRenderTarget(renderTarget);
- gpu.Clear(Color.Black);
-
- // multiply each color by the source alpha, and write just the color values into the final texture
- spriteBatch.Begin(SpriteSortMode.Immediate, new BlendState
- {
- ColorDestinationBlend = Blend.Zero,
- ColorWriteChannels = ColorWriteChannels.Red | ColorWriteChannels.Green | ColorWriteChannels.Blue,
- AlphaDestinationBlend = Blend.Zero,
- AlphaSourceBlend = Blend.SourceAlpha,
- ColorSourceBlend = Blend.SourceAlpha
- });
- spriteBatch.Draw(texture, texture.Bounds, Color.White);
- spriteBatch.End();
-
- // copy the alpha values from the source texture into the final one without multiplying them
- spriteBatch.Begin(SpriteSortMode.Immediate, new BlendState
- {
- ColorWriteChannels = ColorWriteChannels.Alpha,
- AlphaDestinationBlend = Blend.Zero,
- ColorDestinationBlend = Blend.Zero,
- AlphaSourceBlend = Blend.One,
- ColorSourceBlend = Blend.One
- });
- spriteBatch.Draw(texture, texture.Bounds, Color.White);
- spriteBatch.End();
-
- // release GPU
- gpu.SetRenderTarget(null);
-
- // extract premultiplied data
- Color[] data = new Color[texture.Width * texture.Height];
- renderTarget.GetData(data);
-
- // unset texture from GPU to regain control
- gpu.Textures[0] = null;
-
- // update texture with premultiplied data
- texture.SetData(data);
- }
-
+ Color[] data = new Color[texture.Width * texture.Height];
+ texture.GetData(data);
+ for (int i = 0; i < data.Length; i++)
+ data[i] = Color.FromNonPremultiplied(data[i].ToVector4());
+ texture.SetData(data);
return texture;
}
}