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@@ -171,7 +171,9 @@ namespace Pixi |
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{ |
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BlockColors color = BlockColors.Default; |
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int darkness = 0; |
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//Logging.MetaDebugLog($"Color (r:{pixel.r}, g:{pixel.g}, b:{pixel.b})"); |
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#if DEBUG |
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Logging.MetaLog($"Color (r:{pixel.r}, g:{pixel.g}, b:{pixel.b})"); |
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#endif |
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if (Mathf.Abs(pixel.r - pixel.g) <= pixel.r * 0.1f && Mathf.Abs(pixel.r - pixel.b) <= pixel.r * 0.1f) |
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{ |
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color = BlockColors.White; |
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@@ -181,99 +183,104 @@ namespace Pixi |
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else if (pixel.r >= pixel.g && pixel.r >= pixel.b) |
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{ |
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// Red is highest |
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if ((pixel.r - pixel.g) > pixel.r * 0.5 && (pixel.r - pixel.b) > pixel.r * 0.5) |
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if ((pixel.r - pixel.g) > pixel.r * 0.66 && (pixel.r - pixel.b) > pixel.r * 0.66) |
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{ |
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// Red is much higher than other pixels |
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darkness = (int)(10 - (pixel.r * 11)); |
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darkness = (int)(10 - (pixel.r * 9.9)); |
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color = BlockColors.Red; |
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} |
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else if ((pixel.g - pixel.b) > pixel.g * 0.3) |
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{ |
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// Green is much higher than blue |
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darkness = (int)(10 - ((pixel.r + pixel.g) * 5.1)); |
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if ((pixel.r - pixel.g) > pixel.r * 0.5) |
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if ((pixel.r - pixel.g) < pixel.r * 0.7) |
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{ |
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darkness = (int)(10 - ((pixel.r + pixel.g) * 4)); |
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color = BlockColors.Orange; |
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} |
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else |
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{ |
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darkness = (int)(10 - ((pixel.r + pixel.g) * 4.8)); |
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color = BlockColors.Yellow; |
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} |
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} |
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else if ((pixel.b - pixel.g) > pixel.b * 0.5) |
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else if ((pixel.b - pixel.g) > pixel.b * 0.3) |
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{ |
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// Blue is much higher than green |
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darkness = (int)(10 - ((pixel.r + pixel.b) * 4.9)); |
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darkness = (int)(10 - ((pixel.r + pixel.b) * 5.0)); |
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color = BlockColors.Purple; |
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} |
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else |
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{ |
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// Green is close strength to blue |
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darkness = (int)(10 - ((pixel.r + pixel.g + pixel.b) * 4.8)); |
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darkness = (int)(10 - ((pixel.r * 2.1 + pixel.g + pixel.b) * 2.5)); |
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color = BlockColors.Pink; |
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} |
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} |
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else if (pixel.g >= pixel.r && pixel.g >= pixel.b) |
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{ |
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// Green is highest |
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if ((pixel.g - pixel.r) > pixel.g * 0.5 && (pixel.g - pixel.b) > pixel.g * 0.5) |
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if ((pixel.g - pixel.r) > pixel.g * 0.66 && (pixel.g - pixel.b) > pixel.g * 0.66) |
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{ |
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// Green is much higher than other pixels |
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darkness = (int)(10 - (pixel.g * 11)); |
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darkness = (int)(10 - (pixel.g * 9.9)); |
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color = BlockColors.Green; |
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} |
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else if ((pixel.r - pixel.b) > pixel.r * 0.5) |
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else if ((pixel.r - pixel.b) > pixel.r * 0.3) |
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{ |
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// Red is much higher than blue |
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darkness = (int)(10 - ((pixel.r + pixel.g) * 5.1)); |
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color = BlockColors.Yellow; |
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} |
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else if ((pixel.b - pixel.r) > pixel.b * 0.5) |
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else if ((pixel.b - pixel.r) > pixel.b * 0.3) |
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{ |
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// Blue is much higher than red |
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darkness = (int)(10 - ((pixel.g + pixel.b) * 5.1)); |
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darkness = (int)(9 - ((pixel.g + pixel.b) * 5.1)); |
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color = BlockColors.Aqua; |
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} |
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else |
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{ |
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// Red is close strength to blue |
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darkness = (int)(10 - ((pixel.r + pixel.g + pixel.b) * 4.8)); |
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darkness = (int)(10 - ((pixel.r + pixel.g * 2.1 + pixel.b) * 3)); |
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color = BlockColors.Lime; |
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} |
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} |
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else if (pixel.b >= pixel.g && pixel.b >= pixel.r) |
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{ |
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// Blue is highest |
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if ((pixel.b - pixel.g) > pixel.b * 0.5 && (pixel.b - pixel.r) > pixel.b * 0.5) |
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if ((pixel.b - pixel.g) > pixel.b * 0.66 && (pixel.b - pixel.r) > pixel.b * 0.66) |
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{ |
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// Blue is much higher than other pixels |
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darkness = (int)(10 - (pixel.b * 11)); |
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darkness = (int)(10 - (pixel.b * 9.9)); |
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color = BlockColors.Blue; |
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} |
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else if ((pixel.g - pixel.r) > pixel.g * 0.5) |
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else if ((pixel.g - pixel.r) > pixel.g * 0.3) |
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{ |
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// Green is much higher than red |
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darkness = (int)(10 - ((pixel.g + pixel.b) * 5.1)); |
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if (darkness == 4 || darkness == 5) darkness = 0; |
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else if (darkness < 3) darkness = 4; |
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color = BlockColors.Aqua; |
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} |
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else if ((pixel.r - pixel.g) > pixel.r * 0.5) |
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else if ((pixel.r - pixel.g) > pixel.r * 0.3) |
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{ |
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// Red is much higher than green |
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darkness = (int)(10 - ((pixel.r + pixel.b) * 4.9)); |
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darkness = (int)(10 - ((pixel.r + pixel.b) * 5.0)); |
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color = BlockColors.Purple; |
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} |
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else |
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{ |
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// Green is close strength to red |
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darkness = (int)(10 - ((pixel.r + pixel.g + pixel.b) * 4.9)); |
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darkness = (int)(10 - ((pixel.r + pixel.g + pixel.b * 2.1) * 3.1)); |
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color = BlockColors.Aqua; |
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} |
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} |
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if (darkness > 8) darkness = 8; // level 9 is not darker than lvl 8 |
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if (darkness < 0) darkness = 0; |
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// darkness 0 is the most saturated (it's not just the lightest) |
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//Logging.MetaDebugLog($"Quantized Color {color} d:{darkness}"); |
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#if DEBUG |
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Logging.MetaLog($"Quantized Color {color} d:{darkness}"); |
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#endif |
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return new QuantizedPixel { color = color, darkness = (byte)darkness, visible = pixel.a > 0.5f}; |
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} |
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} |
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