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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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176 lines
4 KiB
C#
176 lines
4 KiB
C#
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#region ================== Copyright (c) 2007 Pascal vd Heiden
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/*
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* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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* This program is released under GNU General Public License
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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*/
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#endregion
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#region ================== Namespaces
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Text;
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using System.Reflection;
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using System.Drawing;
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using SlimDX.Direct3D9;
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using SlimDX;
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#endregion
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namespace CodeImp.DoomBuilder.Rendering
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{
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public struct PixelColor
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{
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#region ================== Constants
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private const float BYTE_TO_FLOAT = 0.00392156862745098f;
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#endregion
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#region ================== Statics
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public static readonly PixelColor Transparent = new PixelColor(0, 0, 0, 0);
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#endregion
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#region ================== Variables
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// Members
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public byte b;
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public byte g;
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public byte r;
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public byte a;
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#endregion
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#region ================== Constructors
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// Constructor
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public PixelColor(byte a, byte r, byte g, byte b)
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{
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// Initialize
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this.a = a;
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this.r = r;
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this.g = g;
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this.b = b;
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}
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// Constructor
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public PixelColor(PixelColor p, byte a)
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{
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// Initialize
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this.a = a;
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this.r = p.r;
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this.g = p.g;
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this.b = p.b;
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}
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#endregion
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#region ================== Methods
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// Construct from color
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public static PixelColor FromColor(Color c)
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{
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return new PixelColor(c.A, c.R, c.G, c.B);
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}
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// Construct from int
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public static PixelColor FromInt(int c)
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{
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return FromColor(Color.FromArgb(c));
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}
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// Return the inverse color
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public PixelColor Inverse()
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{
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return new PixelColor((byte)(255 - a), (byte)(255 - r), (byte)(255 - g), (byte)(255 - b));
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}
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// Return the inverse color, but keep same alpha
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public PixelColor InverseKeepAlpha()
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{
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return new PixelColor(a, (byte)(255 - r), (byte)(255 - g), (byte)(255 - b));
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}
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// To int
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public int ToInt()
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{
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return Color.FromArgb(a, r, g, b).ToArgb();
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}
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// To Color
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public Color ToColor()
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{
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return Color.FromArgb(a, r, g, b);
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}
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// To ColorRef (alpha-less)
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public int ToColorRef()
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{
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return ((int)r + ((int)b << 16) + ((int)g << 8));
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}
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// To ColorValue
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public Color4 ToColorValue()
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{
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return new Color4((float)a * BYTE_TO_FLOAT,
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(float)r * BYTE_TO_FLOAT,
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(float)g * BYTE_TO_FLOAT,
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(float)b * BYTE_TO_FLOAT);
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}
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// This returns a new PixelColor with adjusted alpha
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public PixelColor WithAlpha(byte a)
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{
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return new PixelColor(this, a);
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}
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// This blends two colors with respect to alpha
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public PixelColor Blend(PixelColor a, PixelColor b)
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{
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PixelColor c = new PixelColor();
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float ba;
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ba = (float)a.a * BYTE_TO_FLOAT;
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c.r = (byte)((float)a.r * (1f - ba) + (float)b.r * ba);
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c.g = (byte)((float)a.g * (1f - ba) + (float)b.g * ba);
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c.b = (byte)((float)a.b * (1f - ba) + (float)b.b * ba);
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c.a = (byte)((float)a.a * (1f - ba) + ba);
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return c;
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}
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// This modulates two colors
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public static PixelColor Modulate(PixelColor a, PixelColor b)
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{
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float aa = (float)a.a * BYTE_TO_FLOAT;
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float ar = (float)a.r * BYTE_TO_FLOAT;
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float ag = (float)a.g * BYTE_TO_FLOAT;
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float ab = (float)a.b * BYTE_TO_FLOAT;
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float ba = (float)b.a * BYTE_TO_FLOAT;
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float br = (float)b.r * BYTE_TO_FLOAT;
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float bg = (float)b.g * BYTE_TO_FLOAT;
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float bb = (float)b.b * BYTE_TO_FLOAT;
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PixelColor c = new PixelColor();
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c.a = (byte)((aa * ba) * 255.0f);
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c.r = (byte)((ar * br) * 255.0f);
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c.g = (byte)((ag * bg) * 255.0f);
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c.b = (byte)((ab * bb) * 255.0f);
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return c;
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}
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#endregion
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}
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}
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