mirror of
https://github.com/ppy/osu.git
synced 2024-11-11 11:07:52 +08:00
Add LegacyUtils class with non linear colour interpolation method
This commit is contained in:
parent
3686c657d2
commit
24accdcab0
@ -3,9 +3,9 @@
|
||||
|
||||
using System;
|
||||
using osu.Framework.Extensions.Color4Extensions;
|
||||
using osu.Framework.Utils;
|
||||
using osu.Game.Rulesets.Osu.Objects;
|
||||
using osu.Game.Rulesets.Osu.Skinning.Default;
|
||||
using osu.Game.Utils;
|
||||
using osuTK.Graphics;
|
||||
|
||||
namespace osu.Game.Rulesets.Osu.Skinning.Legacy
|
||||
@ -37,14 +37,10 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
|
||||
|
||||
position -= realBorderPortion;
|
||||
|
||||
// Stable interpolates slider body colour directly in sRGB space, and because
|
||||
// Interpolation.ValueAt() uses linear space, we have to counteract applying it
|
||||
// by calling ToSRGB() on the input colours, and ToLinear() on the resulting colour.
|
||||
Color4 outerColour = AccentColour.Darken(0.1f);
|
||||
Color4 innerColour = lighten(AccentColour, 0.5f);
|
||||
|
||||
Color4 outerColour = AccentColour.Darken(0.1f).ToSRGB();
|
||||
Color4 innerColour = lighten(AccentColour, 0.5f).ToSRGB();
|
||||
|
||||
return Interpolation.ValueAt(position / realGradientPortion, outerColour, innerColour, 0, 1).ToLinear();
|
||||
return LegacyUtils.InterpolateNonLinear(position / realGradientPortion, outerColour, innerColour, 0, 1);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
65
osu.Game/Utils/LegacyUtils.cs
Normal file
65
osu.Game/Utils/LegacyUtils.cs
Normal file
@ -0,0 +1,65 @@
|
||||
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using System;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Transforms;
|
||||
using osuTK.Graphics;
|
||||
|
||||
namespace osu.Game.Utils
|
||||
{
|
||||
public static class LegacyUtils
|
||||
{
|
||||
public static Color4 InterpolateNonLinear(double time, Color4 startColour, Color4 endColour, double startTime, double endTime, Easing easing = Easing.None)
|
||||
=> InterpolateNonLinear(time, startColour, endColour, startTime, endTime, new DefaultEasingFunction(easing));
|
||||
|
||||
public static Colour4 InterpolateNonLinear(double time, Colour4 startColour, Colour4 endColour, double startTime, double endTime, Easing easing = Easing.None)
|
||||
=> InterpolateNonLinear(time, startColour, endColour, startTime, endTime, new DefaultEasingFunction(easing));
|
||||
|
||||
/// <summary>
|
||||
/// Interpolates between two sRGB <see cref="Color4"/>s directly in sRGB space.
|
||||
/// </summary>
|
||||
public static Color4 InterpolateNonLinear<TEasing>(double time, Color4 startColour, Color4 endColour, double startTime, double endTime, TEasing easing) where TEasing : IEasingFunction
|
||||
{
|
||||
if (startColour == endColour)
|
||||
return startColour;
|
||||
|
||||
double current = time - startTime;
|
||||
double duration = endTime - startTime;
|
||||
|
||||
if (duration == 0 || current == 0)
|
||||
return startColour;
|
||||
|
||||
float t = Math.Max(0, Math.Min(1, (float)easing.ApplyEasing(current / duration)));
|
||||
|
||||
return new Color4(
|
||||
startColour.R + t * (endColour.R - startColour.R),
|
||||
startColour.G + t * (endColour.G - startColour.G),
|
||||
startColour.B + t * (endColour.B - startColour.B),
|
||||
startColour.A + t * (endColour.A - startColour.A));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Interpolates between two sRGB <see cref="Colour4"/>s directly in sRGB space.
|
||||
/// </summary>
|
||||
public static Colour4 InterpolateNonLinear<TEasing>(double time, Colour4 startColour, Colour4 endColour, double startTime, double endTime, in TEasing easing) where TEasing : IEasingFunction
|
||||
{
|
||||
if (startColour == endColour)
|
||||
return startColour;
|
||||
|
||||
double current = time - startTime;
|
||||
double duration = endTime - startTime;
|
||||
|
||||
if (duration == 0 || current == 0)
|
||||
return startColour;
|
||||
|
||||
float t = Math.Max(0, Math.Min(1, (float)easing.ApplyEasing(current / duration)));
|
||||
|
||||
return new Colour4(
|
||||
startColour.R + t * (endColour.R - startColour.R),
|
||||
startColour.G + t * (endColour.G - startColour.G),
|
||||
startColour.B + t * (endColour.B - startColour.B),
|
||||
startColour.A + t * (endColour.A - startColour.A));
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue
Block a user