Restrict player color choices to the hue-saturation plane.
This commit is contained in:
@@ -31,49 +31,17 @@ namespace OpenRA.Primitives
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public static Color FromAhsl(int alpha, float h, float s, float l)
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{
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// Convert from HSL to RGB
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var q = (l < 0.5f) ? l * (1 + s) : l + s - (l * s);
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var p = 2 * l - q;
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// Convert HSL to HSV
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var v = l + s * Math.Min(l, 1 - l);
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var sv = v > 0 ? 2 * (1 - l / v) : 0;
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float[] trgb = { h + 1 / 3.0f, h, h - 1 / 3.0f };
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float[] rgb = { 0, 0, 0 };
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for (var k = 0; k < 3; k++)
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{
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while (trgb[k] < 0) trgb[k] += 1.0f;
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while (trgb[k] > 1) trgb[k] -= 1.0f;
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}
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for (var k = 0; k < 3; k++)
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{
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if (trgb[k] < 1 / 6.0f)
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rgb[k] = p + ((q - p) * 6 * trgb[k]);
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else if (trgb[k] >= 1 / 6.0f && trgb[k] < 0.5)
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rgb[k] = q;
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else if (trgb[k] >= 0.5f && trgb[k] < 2.0f / 3)
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rgb[k] = p + ((q - p) * 6 * (2.0f / 3 - trgb[k]));
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else
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rgb[k] = p;
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}
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return FromArgb(alpha, (int)(rgb[0] * 255), (int)(rgb[1] * 255), (int)(rgb[2] * 255));
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}
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public static Color FromAhsl(int h, int s, int l)
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{
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return FromAhsl(255, h / 255f, s / 255f, l / 255f);
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}
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public static Color FromAhsl(float h, float s, float l)
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{
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return FromAhsl(255, h, s, l);
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return FromAhsv(alpha, h, sv, v);
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}
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public static Color FromAhsv(int alpha, float h, float s, float v)
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{
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var ll = 0.5f * (2 - s) * v;
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var ss = (ll >= 1 || v <= 0) ? 0 : 0.5f * s * v / (ll <= 0.5f ? ll : 1 - ll);
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return FromAhsl(alpha, h, ss, ll);
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var (r, g, b) = HsvToRgb(h, s, v);
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return FromArgb(alpha, (byte)Math.Round(255 * r), (byte)Math.Round(255 * g), (byte)Math.Round(255 * b));
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}
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public static Color FromAhsv(float h, float s, float v)
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@@ -83,13 +51,8 @@ namespace OpenRA.Primitives
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public void ToAhsv(out int a, out float h, out float s, out float v)
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{
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var ll = 2 * GetBrightness();
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var ss = GetSaturation() * ((ll <= 1) ? ll : 2 - ll);
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a = A;
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h = GetHue() / 360f;
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s = (2 * ss) / (ll + ss);
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v = (ll + ss) / 2;
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(h, s, v) = RgbToHsv(R, G, B);
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}
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Color(long argb)
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@@ -117,9 +80,84 @@ namespace OpenRA.Primitives
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return FromArgb((byte)(argb >> 24), (byte)(argb >> 16), (byte)(argb >> 8), (byte)argb);
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}
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static float SrgbToLinear(float c)
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{
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// Standard gamma conversion equation: see e.g. http://entropymine.com/imageworsener/srgbformula/
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return c <= 0.04045f ? c / 12.92f : (float)Math.Pow((c + 0.055f) / 1.055f, 2.4f);
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}
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static float LinearToSrgb(float c)
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{
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// Standard gamma conversion equation: see e.g. http://entropymine.com/imageworsener/srgbformula/
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return c <= 0.0031308f ? c * 12.92f : 1.055f * (float)Math.Pow(c, 1.0f / 2.4f) - 0.055f;
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}
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public (float R, float G, float B) ToLinear()
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{
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// Undo pre-multiplied alpha and gamma correction
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var r = SrgbToLinear((float)R / A);
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var g = SrgbToLinear((float)G / A);
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var b = SrgbToLinear((float)B / A);
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return (r, g, b);
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}
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public static Color FromLinear(byte a, float r, float g, float b)
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{
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// Apply gamma correction and pre-multiplied alpha
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return FromArgb(a,
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(byte)Math.Round(LinearToSrgb(r) * a),
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(byte)Math.Round(LinearToSrgb(g) * a),
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(byte)Math.Round(LinearToSrgb(b) * a));
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}
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public static (float R, float G, float B) HsvToRgb(float h, float s, float v)
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{
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// Based on maths explained in http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl
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var px = Math.Abs(h * 6f - 3);
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var py = Math.Abs((h + 2f / 3) % 1 * 6f - 3);
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var pz = Math.Abs((h + 1f / 3) % 1 * 6f - 3);
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var r = v * float2.Lerp(1f, (px - 1).Clamp(0, 1), s);
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var g = v * float2.Lerp(1f, (py - 1).Clamp(0, 1), s);
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var b = v * float2.Lerp(1f, (pz - 1).Clamp(0, 1), s);
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return (r, g, b);
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}
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public static (float H, float S, float V) RgbToHsv(byte r, byte g, byte b)
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{
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return RgbToHsv(r / 255f, g / 255f, b / 255f);
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}
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public static (float H, float S, float V) RgbToHsv(float r, float g, float b)
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{
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// Based on maths explained in http://lolengine.net/blog/2013/01/13/fast-rgb-to-hsv
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var rgbMax = Math.Max(r, Math.Max(g, b));
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var rgbMin = Math.Min(r, Math.Min(g, b));
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var delta = rgbMax - rgbMin;
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var v = rgbMax;
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// Greyscale colors are defined to have hue and saturation 0
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if (delta == 0.0f)
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return (0, 0, v);
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float hue;
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if (r == rgbMax)
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hue = (g - b) / (6 * delta);
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else if (g == rgbMax)
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hue = (b - r) / (6 * delta) + 1 / 3f;
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else
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hue = (r - g) / (6 * delta) + 2 / 3f;
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var h = hue - (int)hue;
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var s = delta / rgbMax;
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return (h, s, v);
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}
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public static bool TryParse(string value, out Color color)
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{
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color = default(Color);
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color = default;
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value = value.Trim();
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if (value.Length != 6 && value.Length != 8)
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return false;
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@@ -155,46 +193,6 @@ namespace OpenRA.Primitives
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return (max + min) / 510f;
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}
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public float GetSaturation()
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{
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var min = Math.Min(R, Math.Min(G, B));
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var max = Math.Max(R, Math.Max(G, B));
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if (max == min)
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return 0.0f;
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var sum = max + min;
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if (sum > byte.MaxValue)
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sum = 510 - sum;
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return (float)(max - min) / sum;
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}
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public float GetHue()
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{
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var min = Math.Min(R, Math.Min(G, B));
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var max = Math.Max(R, Math.Max(G, B));
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if (max == min)
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return 0.0f;
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var diff = (float)(max - min);
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var rNorm = (max - R) / diff;
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var gNorm = (max - G) / diff;
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var bNorm = (max - B) / diff;
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var hue = 0.0f;
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if (R == max)
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hue = 60.0f * (6.0f + bNorm - gNorm);
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if (G == max)
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hue = 60.0f * (2.0f + rNorm - bNorm);
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if (B == max)
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hue = 60.0f * (4.0f + gNorm - rNorm);
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if (hue > 360.0f)
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hue -= 360f;
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return hue;
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}
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public byte A => (byte)(argb >> 24);
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public byte R => (byte)(argb >> 16);
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public byte G => (byte)(argb >> 8);
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