不仅可以避免浮点转换,还可以避免乘法和除法.从implementation年款开始:
internal struct Color16Rgb555
{
private const ushort redMask = 0b01111100_00000000;
private const ushort greenMask = 0b00000011_11100000;
private const ushort blueMask = 0b00011111;
private ushort _value;
internal Color16Rgb555(ushort value) => _value = value;
internal byte R => (byte)(((_value & redMask) >> 7) | ((_value & redMask) >> 12));
internal byte G => (byte)(((_value & greenMask) >> 2) | ((_value & greenMask) >> 7));
internal byte B => (byte)(((_value & blueMask) << 3) | ((_value & blueMask) >> 2));
}
用法:
var color = new Color16Rgb555(BitConverter.ToUInt16(data, 54 + i));
byte blue = color.B;
byte green = color.G;
byte red = color.R;
它为31生成255,因为它用实际5位值的3个MSB位填充其余3位.
但是假设您的data
是字节数组,如果您使用我的drawing libraries,则有一个更方便的选项:
// to interpret your data array as 16BPP pixels with RGB555 format:
var my16bppBitmap = BitmapDataFactory.CreateBitmapData(
data, // your back buffer
new Size(pixelWidth, pixelHeight), // size in pixels
stride, // the size of one row in bytes
KnownPixelFormat.Format16bppRgb555);
// now you can get/set pixels normally
Color somePixel = my16bppBitmap.GetPixel(0, 0);
// For better performance obtain a row first.
var row = my16bppBitmap[0]; // or FirstRow (+MoveNextRow if you wish)
Color32 asColor32 = row[0]; // accessing pixels regardless of PixelFormat
ushort asUInt16 = row.ReadRaw<ushort>(0); // if you know that it's a 16bpp format