Compare commits
7 Commits
Author | SHA1 | Date |
---|---|---|
micycle | ebe0dda6b6 | |
yosh | 58df89a5af | |
yosh | 1aa8027a13 | |
micycle | e5d45f5d48 | |
micycle | 2343743a43 | |
micycle | 343f91a324 | |
micycle | 3f97a9f312 |
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@ -30,25 +30,36 @@ float4 hsv2rgb(float4 c) {
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DECLARE_TEXTURE(sprite, 0); // The sprite texture
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// All of the uniform rgb and hsv colors don't have premultipled alpha!
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// We need to multiply the alpha in by hand.
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uniform float recolor1_threshold;
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uniform float4 recolor1_rgb_from;
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uniform float4 recolor1_rgb_to;
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uniform float rehue1_threshold;
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uniform float4 rehue1_threshold_mul;
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uniform float4 rehue1_rgb_from;
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uniform float4 rehue1_rgb_to;
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uniform float4 rehue1_hsv_from;
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uniform float4 rehue1_hsv_to;
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static const float rehue1_threshold_norm = rehue1_threshold * length(rehue1_threshold_mul);
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static const float4 rehue1_hsv_from = rgb2hsv(rehue1_rgb_from);
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static const float4 rehue1_hsv_to = rgb2hsv(rehue1_rgb_to);
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uniform float rehue2_threshold;
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uniform float4 rehue2_threshold_mul;
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uniform float4 rehue2_rgb_from;
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uniform float4 rehue2_rgb_to;
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uniform float4 rehue2_hsv_from;
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uniform float4 rehue2_hsv_to;
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static const float rehue2_threshold_norm = rehue2_threshold * length(rehue2_threshold_mul);
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static const float4 rehue2_hsv_from = rgb2hsv(rehue2_rgb_from);
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static const float4 rehue2_hsv_to = rgb2hsv(rehue2_rgb_to);
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// Thank you frost helper my beloved
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uniform float4x4 TransformMatrix;
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uniform float4x4 ViewMatrix;
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void vs_gameplay_transform(
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inout float4 color: COLOR0, inout float2 texCoord : TEXCOORD0,
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inout float4 position : SV_Position
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) {
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position = mul(position, ViewMatrix);
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position = mul(position, TransformMatrix);
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}
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float4 hueshift(
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@ -59,24 +70,33 @@ float4 hueshift(
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return hsv2rgb(hsv_clamp);
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}
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float4 multiplya(float4 color) {
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return color * float4(color.aaa, 1.0);
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}
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float4 ps_main(float4 pos: SV_Position, float4 sprite_color: COLOR0, float2 uv: TEXCOORD0): COLOR {
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float4 ps_main(
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float4 pos: SV_Position, float4 sprite_color: COLOR0, float2 uv: TEXCOORD0
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): COLOR0 {
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float4 tex_rgb = SAMPLE_TEXTURE(sprite, uv);
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float4 tex_hsv = rgb2hsv(tex_rgb);
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// replace recolor1_rgb_from with recolor1_rgb_to if in threshold
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if (distance(tex_rgb, recolor1_rgb_from) < recolor1_threshold) {
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return recolor1_rgb_to * sprite_color;
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// Multiply the alpha in because our colors are not premultiplied
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return multiplya(recolor1_rgb_to) * sprite_color;
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}
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// hue-shift tex_hsv by the difference between rehue1_hsv_to - rehue1_hsv_from,
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// only if it is in threshold scaled by the threshold multipler
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if (distance(tex_hsv * rehue1_threshold_mul, rehue1_hsv_from * rehue1_threshold_mul) < rehue1_threshold_norm) {
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return hueshift(tex_hsv, rehue1_hsv_from, rehue1_hsv_to) * sprite_color;
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return multiplya(hueshift(tex_hsv, rehue1_hsv_from, rehue1_hsv_to))
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* sprite_color;
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}
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if (distance(tex_hsv * rehue2_threshold_mul, rehue2_hsv_from * rehue2_threshold_mul) < rehue2_threshold_norm) {
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return hueshift(tex_hsv, rehue2_hsv_from, rehue2_hsv_to) * sprite_color;
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return multiplya(hueshift(tex_hsv, rehue2_hsv_from, rehue2_hsv_to))
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* sprite_color;
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}
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return tex_rgb * sprite_color;
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@ -85,6 +105,7 @@ float4 ps_main(float4 pos: SV_Position, float4 sprite_color: COLOR0, float2 uv:
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technique Recolor {
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pass {
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PixelShader = compile ps_2_0 ps_main();
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VertexShader = compile vs_3_0 vs_gameplay_transform();
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PixelShader = compile ps_3_0 ps_main();
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}
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}
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@ -200,28 +200,38 @@ namespace Celeste.Mod.AvaliSkin {
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FxRecolor.Parameters["recolor1_rgb_to"].SetValue(dashColor.ToVector4());
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// works at 0.12 minus the dark brown (actually works for real)
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FxRecolor.Parameters["rehue1_threshold"].SetValue(0.07f);
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FxRecolor.Parameters["rehue1_threshold"].SetValue(0.12f);
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FxRecolor.Parameters["rehue1_threshold_mul"].SetValue(
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new Vector4(1f, 0.1f, 0.1f, 0f)
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new Vector4(1f, 0.1f, 0.3f, 0f)
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);
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FxRecolor.Parameters["rehue1_rgb_from"].SetValue(
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(new Color((byte) 0xa2, 0x88, 0x5c, 0xff)).ToVector4() // #a2885c
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FxRecolor.Parameters["rehue1_hsv_from"].SetValue(
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(new Color((byte) 0xa2, 0x88, 0x5c, 0xff)).ToHSV() // #a2885c
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);
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FxRecolor.Parameters["rehue1_hsv_to"].SetValue(
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lightColor2.ToHSV()
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);
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FxRecolor.Parameters["rehue1_rgb_to"].SetValue(
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lightColor2.ToVector4()
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); // #433722
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FxRecolor.Parameters["rehue2_threshold"].SetValue(0.07f);
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FxRecolor.Parameters["rehue2_threshold_mul"].SetValue(
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new Vector4(1f, .8f, .8f, 0f)
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);
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FxRecolor.Parameters["rehue2_rgb_from"].SetValue(
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(new Color((byte) 0x4e, 0x4e, 0x4e, 0xff)).ToVector4() // #4e4e4e
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FxRecolor.Parameters["rehue2_hsv_from"].SetValue(
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(new Color((byte) 0x4e, 0x4e, 0x4e, 0xff)).ToHSV() // #4e4e4e
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);
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FxRecolor.Parameters["rehue2_rgb_to"].SetValue(
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darkColor2.ToVector4()
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FxRecolor.Parameters["rehue2_hsv_to"].SetValue(
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darkColor2.ToHSV()
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);
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Viewport viewport = Engine.Graphics.GraphicsDevice.Viewport;
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Camera camera = (Engine.Scene as Level).Camera;
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Matrix projection = Matrix.CreateOrthographicOffCenter(
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0, viewport.Width, viewport.Height, 0, 0, 1
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);
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FxRecolor.Parameters["TransformMatrix"].SetValue(projection);
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FxRecolor.Parameters["ViewMatrix"].SetValue(camera?.Matrix ?? Matrix.Identity);
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FxRecolor.CurrentTechnique = FxRecolor.Techniques["Recolor"];
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}
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@ -251,15 +261,18 @@ namespace Celeste.Mod.AvaliSkin {
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// apply the recolor effect to the player
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spriteRecolor(color, PlayerConfig.LightBody, PlayerConfig.DarkBody);
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DynData<SpriteBatch> spriteData = new DynData<SpriteBatch>(Draw.SpriteBatch);
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Matrix matrix = (Matrix)spriteData["transformMatrix"];
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Draw.SpriteBatch.End();
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Draw.SpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointWrap, DepthStencilState.None, RasterizerState.CullNone, FxRecolor, (self.Scene as Level).GameplayRenderer.Camera.Matrix);
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Draw.SpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointWrap, DepthStencilState.None, RasterizerState.CullNone, FxRecolor, matrix);
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// render Avali...
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orig(self);
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// ... and reset rendering to stop using the effect
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Draw.SpriteBatch.End();
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Draw.SpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointWrap, DepthStencilState.None, RasterizerState.CullNone, null, (self.Scene as Level).GameplayRenderer.Camera.Matrix);
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Draw.SpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointWrap, DepthStencilState.None, RasterizerState.CullNone, null, matrix);
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} else if (self.Scene != null) {
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trySpriteSwap(sprite, false);
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orig(self);
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@ -296,15 +309,18 @@ namespace Celeste.Mod.AvaliSkin {
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// apply the recolor effect to the sprite
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spriteRecolor(color, PlayerConfig.LightBody, PlayerConfig.DarkBody);
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DynData<SpriteBatch> spriteData = new DynData<SpriteBatch>(Draw.SpriteBatch);
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Matrix matrix = (Matrix)spriteData["transformMatrix"];
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Draw.SpriteBatch.End();
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Draw.SpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointWrap, DepthStencilState.None, RasterizerState.CullNone, FxRecolor, (self.Scene as Level).GameplayRenderer.Camera.Matrix);
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Draw.SpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointWrap, DepthStencilState.None, RasterizerState.CullNone, FxRecolor, matrix);
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// render the sprite...
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orig(self);
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// ... and reset rendering to stop using the effect
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Draw.SpriteBatch.End();
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Draw.SpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointWrap, DepthStencilState.None, RasterizerState.CullNone, null, (self.Scene as Level).GameplayRenderer.Camera.Matrix);
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Draw.SpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointWrap, DepthStencilState.None, RasterizerState.CullNone, null, matrix);
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} else {
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trySpriteSwap(self, false);
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orig(self);
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@ -376,15 +392,18 @@ namespace Celeste.Mod.AvaliSkin {
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// apply the recolor effect to the ghost
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spriteRecolor(config.GetColor(ghost), config.LightBody, config.DarkBody);
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DynData<SpriteBatch> spriteData = new DynData<SpriteBatch>(Draw.SpriteBatch);
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Matrix matrix = (Matrix)spriteData["transformMatrix"];
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Draw.SpriteBatch.End();
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Draw.SpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointWrap, DepthStencilState.None, RasterizerState.CullNone, FxRecolor, (self.Scene as Level).GameplayRenderer.Camera.Matrix);
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Draw.SpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointWrap, DepthStencilState.None, RasterizerState.CullNone, FxRecolor, matrix);
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// render the ghost...
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orig(self);
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// ... and reset rendering to stop using the effect
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Draw.SpriteBatch.End();
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Draw.SpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointWrap, DepthStencilState.None, RasterizerState.CullNone, null, (self.Scene as Level).GameplayRenderer.Camera.Matrix);
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Draw.SpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointWrap, DepthStencilState.None, RasterizerState.CullNone, null, matrix);
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}
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@ -404,15 +423,18 @@ namespace Celeste.Mod.AvaliSkin {
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PlayerConfig.DarkBody
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);
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DynData<SpriteBatch> spriteData = new DynData<SpriteBatch>(Draw.SpriteBatch);
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Matrix matrix = (Matrix)spriteData["transformMatrix"];
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Draw.SpriteBatch.End();
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Draw.SpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointWrap, DepthStencilState.None, RasterizerState.CullNone, FxRecolor, (self.Scene as Level).GameplayRenderer.Camera.Matrix);
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Draw.SpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointWrap, DepthStencilState.None, RasterizerState.CullNone, FxRecolor, matrix);
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// render the dead Avali :(
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orig(self);
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// ... and reset rendering to stop using the effect
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Draw.SpriteBatch.End();
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Draw.SpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointWrap, DepthStencilState.None, RasterizerState.CullNone, null, (self.Scene as Level).GameplayRenderer.Camera.Matrix);
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Draw.SpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointWrap, DepthStencilState.None, RasterizerState.CullNone, null, matrix);
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} else if (self.Scene != null) {
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trySpriteSwap(sprite, false);
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orig(self);
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@ -448,7 +470,7 @@ namespace Celeste.Mod.AvaliSkin {
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// hair flash right after dashing will be copied to the trail.
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if (PlayerConfig.DashColorMode != DashColorMode.ExternalDash) {
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// replace trail colors with marking colors
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return PlayerConfig.GetColor(self);
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return PlayerConfig.GetColor(self).Premultiply();
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}
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}
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@ -464,7 +486,7 @@ namespace Celeste.Mod.AvaliSkin {
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if (PlayerConfig.IsEnabled(self) && PlayerConfig.DashColorMode != DashColorMode.ExternalDash) {
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// change player hair color to match dash colors.
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// (hair is invisible, but that influences other things like the orbs when the Avali dies and respawns)
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self.Hair.Color = PlayerConfig.GetColor(self);
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self.Hair.Color = PlayerConfig.GetColor(self).Premultiply();
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}
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}
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@ -481,7 +503,7 @@ namespace Celeste.Mod.AvaliSkin {
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return orig(self);
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}
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Color color = PlayerConfig.GetColor(self);
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Color color = PlayerConfig.GetColor(self).Premultiply();
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// back up vanilla particles
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ParticleType bakDashA = Player.P_DashA;
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@ -85,6 +85,22 @@ namespace Celeste.Mod.AvaliSkin {
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}
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}
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// private static TextMenu.Button NewStringSetting(
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// string name, ref string value, int minLength, int maxLength,
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// Action<string> onchange
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// ) {
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// return new TextMenu.Button(name + ": " + value)
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// .Pressed(() => {
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// Audio.Play(SFX.ui_main_savefile_rename_start);
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// menu.SceneAs<Overworld>().Goto<OuiModOptionString>().Init<OuiModOptions>(
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// (string) value,
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// onchange,
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// maxLength,
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// minLength
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// );
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// });
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// }
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// note: YamlDotNet ignores all private member variables
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private bool enabled = true;
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public bool Enabled {
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@ -170,23 +186,30 @@ namespace Celeste.Mod.AvaliSkin {
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(RItem = new TextMenuExt.IntSlider(
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"AVALI_SKIN_RED".DialogOrKey(),
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0, 255, DashRGBColor[j].R
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).Change(
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// C# is stupidly pendatic and doesn't support property assignment in List elements
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// so we have to do this ugly shit to avoid breaking up this expression into two
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c => DashRGBColor[j] = new Color((byte) c, DashRGBColor[j].G, DashRGBColor[j].B)
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)),
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).Change(c => {
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// C# is stupidly pendatic and doesn't support
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// property assignment for value classes. So we have
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// to do this ugly shit instead.
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Color col = DashRGBColor[j];
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col.R = (byte) c;
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DashRGBColor[j] = col;
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})),
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(GItem = new TextMenuExt.IntSlider(
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"AVALI_SKIN_GREEN".DialogOrKey(),
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0, 255, DashRGBColor[j].G
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).Change(
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c => DashRGBColor[j] = new Color(DashRGBColor[j].R, (byte) c, DashRGBColor[j].B)
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)),
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).Change(c => {
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Color col = DashRGBColor[j];
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col.G = (byte) c;
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DashRGBColor[j] = col;
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})),
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(BItem = new TextMenuExt.IntSlider(
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"AVALI_SKIN_BLUE".DialogOrKey(),
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0, 255, DashRGBColor[j].B
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).Change(
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c => DashRGBColor[j] = new Color(DashRGBColor[j].R, DashRGBColor[j].G, (byte) c)
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)),
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).Change(c => {
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Color col = DashRGBColor[j];
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col.B = (byte) c;
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DashRGBColor[j] = col;
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})),
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(ColorItem = new TextMenuExt.EnumSlider<ColorChoice>(
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"AVALI_SKIN_COLOR".DialogOrKey(),
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DashPreset[j]
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|
@ -256,21 +279,27 @@ namespace Celeste.Mod.AvaliSkin {
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(RItem = new TextMenuExt.IntSlider(
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"AVALI_SKIN_RED".DialogOrKey(),
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0, 255, LightBodyRGBColor.R
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).Change(
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c => LightBodyRGBColor = new Color((byte) c, LightBodyRGBColor.G, LightBodyRGBColor.B)
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)),
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).Change(c => {
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Color col = LightBodyRGBColor;
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col.R = (byte) c;
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LightBodyRGBColor = col;
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})),
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(GItem = new TextMenuExt.IntSlider(
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"AVALI_SKIN_GREEN".DialogOrKey(),
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0, 255, LightBodyRGBColor.G
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).Change(
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c => LightBodyRGBColor = new Color(LightBodyRGBColor.R, (byte) c, LightBodyRGBColor.B)
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)),
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).Change(c => {
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Color col = LightBodyRGBColor;
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col.G = (byte) c;
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LightBodyRGBColor = col;
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})),
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(BItem = new TextMenuExt.IntSlider(
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"AVALI_SKIN_BLUE".DialogOrKey(),
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0, 255, LightBodyRGBColor.B
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).Change(
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c => LightBodyRGBColor = new Color(LightBodyRGBColor.R, LightBodyRGBColor.G, (byte) c)
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)),
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).Change(c => {
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Color col = LightBodyRGBColor;
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col.B = (byte) c;
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LightBodyRGBColor = col;
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})),
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(ColorItem = new TextMenuExt.EnumSlider<ColorChoice>(
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"AVALI_SKIN_COLOR".DialogOrKey(),
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LightBodyPreset
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|
@ -289,7 +318,9 @@ namespace Celeste.Mod.AvaliSkin {
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"AVALI_SKIN_RED".DialogOrKey(),
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0, 255, DarkBodyRGBColor.R
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).Change(c => {
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DarkBodyRGBColor = new Color((byte) c, DarkBodyRGBColor.G, DarkBodyRGBColor.B);
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Color col = DarkBodyRGBColor;
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col.R = (byte) c;
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DarkBodyRGBColor = col;
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// we need to manually send the new body color over
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updateOptions();
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})),
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|
@ -297,14 +328,18 @@ namespace Celeste.Mod.AvaliSkin {
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"AVALI_SKIN_GREEN".DialogOrKey(),
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0, 255, DarkBodyRGBColor.G
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).Change(c => {
|
||||
DarkBodyRGBColor = new Color(DarkBodyRGBColor.R, (byte) c, DarkBodyRGBColor.B);
|
||||
Color col = DarkBodyRGBColor;
|
||||
col.G = (byte) c;
|
||||
DarkBodyRGBColor = col;
|
||||
updateOptions();
|
||||
})),
|
||||
(BItem = new TextMenuExt.IntSlider(
|
||||
"AVALI_SKIN_BLUE".DialogOrKey(),
|
||||
0, 255, DarkBodyRGBColor.B
|
||||
).Change(c => {
|
||||
DarkBodyRGBColor = new Color(DarkBodyRGBColor.R, DarkBodyRGBColor.G, (byte) c);
|
||||
Color col = DarkBodyRGBColor;
|
||||
col.B = (byte) c;
|
||||
DarkBodyRGBColor = col;
|
||||
updateOptions();
|
||||
})),
|
||||
(ColorItem = new TextMenuExt.EnumSlider<ColorChoice>(
|
||||
|
|
|
@ -75,17 +75,6 @@ namespace Celeste.Mod.AvaliSkin {
|
|||
if (Config.Enabled) {
|
||||
writer.WriteNoA(Config.LightBody);
|
||||
writer.WriteNoA(Config.DarkBody);
|
||||
// byte lengthRGB = Math.Min(ManualRGB.Count, 5);
|
||||
// writer.Write((byte) ManualRGB.Count);
|
||||
// foreach (var color in ManualRGB) {
|
||||
// write.WriteNoA(color);
|
||||
// }
|
||||
|
||||
// byte lengthPreset = Math.Min(ManualPreset.Count, 5);
|
||||
// writer.Write((byte) ManualPreset.Count);
|
||||
// foreach (var color in ManualPreset) {
|
||||
// write.Write((byte) color);
|
||||
// }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,4 +1,5 @@
|
|||
using System;
|
||||
using System.Threading;
|
||||
using System.Collections.Generic;
|
||||
using Microsoft.Xna.Framework;
|
||||
|
||||
|
@ -53,6 +54,7 @@ namespace Celeste.Mod.AvaliSkin {
|
|||
return $"#{color.R:x2}{color.G:x2}{color.B:x2}{color.A:x2}";
|
||||
}
|
||||
|
||||
// Converts the 6 or 8 character hex to a non-premultiplied color
|
||||
public static Color HexToColor(this string hex) {
|
||||
hex = hex.TrimStart(' ', '#');
|
||||
if (hex.Length < 6) {
|
||||
|
@ -68,8 +70,39 @@ namespace Celeste.Mod.AvaliSkin {
|
|||
}
|
||||
|
||||
float a = (float)(Calc.HexToByte(hex[6]) * 16 + Calc.HexToByte(hex[7])) / 255f;
|
||||
// premultiply the alpha
|
||||
return new Color(r, g, b) * a;
|
||||
return new Color(r, g, b, a);
|
||||
}
|
||||
|
||||
public static Color Premultiply(this Color color) {
|
||||
return Color.FromNonPremultiplied(color.ToVector4());
|
||||
}
|
||||
|
||||
// From https://web.archive.org/web/20200213094821/http://lolengine.net/blog/2013/01/13/fast-rgb-to-hsv
|
||||
public static Vector4 ToHSV(this Color color) {
|
||||
// custom deconstructors are broken on mono
|
||||
float r = color.R / 255.0f;
|
||||
float g = color.G / 255.0f;
|
||||
float b = color.B / 255.0f;
|
||||
float a = color.A / 255.0f;
|
||||
|
||||
float K = 0f;
|
||||
|
||||
if (g < b) {
|
||||
b = Interlocked.Exchange(ref g, b);
|
||||
K = -1f;
|
||||
}
|
||||
|
||||
if (r < g) {
|
||||
g = Interlocked.Exchange(ref r, g);
|
||||
K = -2f / 6f - K;
|
||||
}
|
||||
|
||||
float chroma = r - Math.Min(g, b);
|
||||
float h = Math.Abs(K + (g - b) / (6f * chroma + 1e-20f));
|
||||
float s = chroma / (r + 1e-20f);
|
||||
float v = r;
|
||||
|
||||
return new Vector4(h, s, v, a);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue