CIELab and CIELch colour util

Former-commit-id: f8b0413223c2c968e4627e7c251220d32e2c6bf5
Former-commit-id: 2bce3479a8ad95ac06fbbd6c35cf73967a49568d
This commit is contained in:
Song Minjae
2016-09-01 21:36:44 +09:00
parent 6e51b0c751
commit b735335a99
10 changed files with 228 additions and 53 deletions

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@@ -0,0 +1,99 @@
package net.torvald.colourutil
import com.jme3.math.FastMath
import org.newdawn.slick.Color
/**
* RGB in this code is always sRGB.
* reference: http://www.brucelindbloom.com/index.html?Equations.html
*
* Created by minjaesong on 16-09-01.
*/
object CIELabUtil {
fun Color.brighterLab(scale: Float): Color {
val brighten = scale + 1f
val lab = this.toLab()
lab.L *= brighten
return lab.toRGB()
}
fun Color.darkerLab(scale: Float): Color {
val darken = 1f - scale
val lab = this.toLab()
lab.L *= darken
return lab.toRGB()
}
/** Sweet Lab linear gradient */
fun getGradient(scale: Float, fromCol: Color, toCol: Color): Color {
val from = fromCol.toLab()
val to = toCol.toLab()
val newL = FastMath.interpolateLinear(scale, from.L, to.L)
val newA = FastMath.interpolateLinear(scale, from.a, to.a)
val newB = FastMath.interpolateLinear(scale, from.b, to.b)
val newAlpha = FastMath.interpolateLinear(scale, from.alpha, to.alpha)
return CIELab(newL, newA, newB, newAlpha).toRGB()
}
private fun Color.toLab() = this.toXYZ().toLab()
private fun CIELab.toRGB() = this.toXYZ().toRGB()
fun Color.toXYZ(): CIEXYZ {
val x = 0.4124564f * r + 0.3575761f * g + 0.1804375f * b
val y = 0.2126729f * r + 0.7151522f * g + 0.0721750f * b
val z = 0.0193339f * r + 0.1191920f * g + 0.9503041f * b
return CIEXYZ(x, y, z, a)
}
fun CIEXYZ.toRGB(): Color {
val r = 3.2404542f * x + -1.5371385f * y + -0.4985314f * z
val g = -0.9692660f * x + 1.8760108f * y + 0.0415560f * z
val b = 0.0556434f * x + -0.2040259f * y + 1.0572252f * z
return Color(r, g, b, alpha)
}
fun CIEXYZ.toLab(): CIELab {
val x = pivotXYZ(x / whitePoint.x)
val y = pivotXYZ(y / whitePoint.y)
val z = pivotXYZ(z / whitePoint.z)
val L = Math.max(0f, 116 * y - 16)
val a = 500 * (x - y)
val b = 200 * (y - z)
return CIELab(L, a, b, alpha)
}
fun CIELab.toXYZ(): CIEXYZ {
val y = L.plus(16).div(116f)
val x = a / 500f + y
val z = y - b / 200f
val x3 = x.cube()
val z3 = z.cube()
return CIEXYZ(
whitePoint.x * if (x3 > epsilon) x3 else (x - 16f / 116f) / 7.787f,
whitePoint.y * if (L > kappa * epsilon) (L.plus(16f) / 116f).cube() else L / kappa,
whitePoint.z * if (z3 > epsilon) z3 else (z - 16f / 116f) / 7.787f,
alpha
)
}
private fun pivotXYZ(n: Float) = if (n > epsilon) n.cbrt() else (kappa * n + 16f) / 116f
val epsilon = 0.008856f
val kappa = 903.3f
val whitePoint = CIEXYZ(95.047f, 100f, 108.883f)
private fun Float.cbrt() = FastMath.pow(this, 1f / 3f)
private fun Float.cube() = this * this * this
}
data class CIEXYZ(var x: Float = 0f, var y: Float = 0f, var z: Float = 0f, val alpha: Float = 1f)
data class CIELab(var L: Float = 0f, var a: Float = 0f, var b: Float = 0f, val alpha: Float = 1f)

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@@ -0,0 +1,65 @@
package net.torvald.colourutil
import com.jme3.math.FastMath
import net.torvald.colourutil.CIELabUtil.toLab
import net.torvald.colourutil.CIELabUtil.toRGB
import net.torvald.colourutil.CIELabUtil.toXYZ
import org.newdawn.slick.Color
/**
* RGB in this code is always sRGB.
* reference: http://www.brucelindbloom.com/index.html?Equations.html
*
* Created by minjaesong on 16-09-01.
*/
object CIELchUtil {
/** Sweet Lch linear gradient */
fun getGradient(scale: Float, fromCol: Color, toCol: Color): Color {
val from = fromCol.toLch()
val to = toCol.toLch()
val newL = FastMath.interpolateLinear(scale, from.L, to.L)
val newC = FastMath.interpolateLinear(scale, from.c, to.c)
val newAlpha = FastMath.interpolateLinear(scale, from.alpha, to.alpha)
val newH: Float
if ((from.h - to.h).abs() == FastMath.PI) // exact opposite colour
return CIELabUtil.getGradient(scale, fromCol, toCol)
else if ((from.h - to.h).abs() > FastMath.PI) // reflex angle
newH = FastMath.interpolateLinear(scale, from.h, to.h + FastMath.TWO_PI)
else
newH = FastMath.interpolateLinear(scale, from.h, to.h)
return CIELch(newL, newC, newH, newAlpha).toRGB()
}
fun CIELab.toLch(): CIELch {
val c = (a.sqr() + b.sqr()).sqrt()
val h = FastMath.atan2(b, a)
return CIELch(L, c, h, alpha)
}
fun CIELch.toLab(): CIELab {
val a = c * FastMath.cos(h)
val b = c * FastMath.sin(h)
return CIELab(L, a, b, alpha)
}
private fun Color.toLch() = this.toXYZ().toLab().toLch()
private fun CIELch.toRGB() = this.toLab().toXYZ().toRGB()
private fun Float.sqr() = this * this
private fun Float.sqrt() = Math.sqrt(this.toDouble()).toFloat()
private fun Float.abs() = FastMath.abs(this)
}
/**
* @param L : Luminosity in 0.0 - 1.0
* @param c : Chroma (saturation) in 0.0 - 1.0
* @param h : Hue in radian (-pi to pi)
*/
data class CIELch(var L: Float = 0f, var c: Float = 0f, var h: Float = 0f, var alpha: Float = 1f)

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@@ -1,5 +1,6 @@
package net.torvald.colourutil
import com.jme3.math.FastMath
import org.newdawn.slick.Color
/**
@@ -7,4 +8,16 @@ import org.newdawn.slick.Color
*/
object ColourUtil {
fun toSlickColor(r: Int, g: Int, b: Int) = Color(r.shl(16) or g.shl(8) or b)
/**
* Use CIELabUtil.getGradient for natural-looking colour
*/
fun getGradient(scale: Float, fromCol: Color, toCol: Color): Color {
val r = FastMath.interpolateLinear(scale, fromCol.r, toCol.r)
val g = FastMath.interpolateLinear(scale, fromCol.g, toCol.g)
val b = FastMath.interpolateLinear(scale, fromCol.b, toCol.b)
val a = FastMath.interpolateLinear(scale, fromCol.a, toCol.a)
return Color(r, g, b, a)
}
}

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@@ -1,15 +0,0 @@
package net.torvald.colourutil
/**
* Created by minjaesong on 16-03-10.
*/
/**
* @param h : Hue 0-359
* @param s : Saturation 0-1
* @param v : Value (brightness in Adobe Photoshop(TM)) 0-1
*/
data class HSV(
var h: Float,
var s: Float,
var v: Float
)

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@@ -4,6 +4,8 @@ import com.jme3.math.FastMath
import org.newdawn.slick.Color
/**
* OBSOLETE; use CIELchUtil for natural-looking colour
*
* Created by minjaesong on 16-01-16.
*/
object HSVUtil {
@@ -20,7 +22,7 @@ object HSVUtil {
* *
* @link http://www.rapidtables.com/convert/color/hsv-to-rgb.htm
*/
fun toRGB(H: Float, S: Float, V: Float): Color {
fun toRGB(H: Float, S: Float, V: Float, alpha: Float = 1f): Color {
var H = H
H %= 360f
@@ -64,12 +66,11 @@ object HSVUtil {
B_prime = X
}
return Color(
R_prime + m, G_prime + m, B_prime + m)
return Color(R_prime + m, G_prime + m, B_prime + m, alpha)
}
fun toRGB(hsv: HSV): Color {
return toRGB(hsv.h, hsv.s, hsv.v)
return toRGB(hsv.h * 360, hsv.s, hsv.v, hsv.alpha)
}
fun fromRGB(color: Color): HSV {
@@ -104,7 +105,14 @@ object HSVUtil {
h *= 60f
if (h < 0) h += 360f
return HSV(h, s, v)
return HSV(h.div(360f), s, v, color.a)
}
}
/**
* @param h : Hue in 0.0 - 1.0 (360 deg)
* @param s : Saturation in 0.0 - 1.0
* @param v : Value in 0.0 - 1.0
*/
data class HSV(var h: Float = 0f, var s: Float = 0f, var v: Float = 0f, var alpha: Float = 1f)

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@@ -200,7 +200,7 @@ constructor() : BasicGameState() {
// determine whether the inactive actor should be re-active
wakeDormantActors()
// determine whether the actor should be active or dormant
InactivateDistantActors()
KillOrKnockdownActors()
updateActors(gc, delta)
// TODO thread pool(?)
CollisionSolver.process()
@@ -424,17 +424,21 @@ constructor() : BasicGameState() {
* If the actor must be dormant, the target actor will be put to the list specifically for them.
* if the actor is not to be dormant, it will be just ignored.
*/
fun InactivateDistantActors() {
fun KillOrKnockdownActors() {
var actorContainerSize = actorContainer.size
var i = 0
while (i < actorContainerSize) { // loop through actorContainer
val actor = actorContainer[i]
val actorIndex = i
if (actor is Visible && !actor.inUpdateRange()) {
// inactive instead of delete, if not flagged to delete
if (!actor.flagDespawn)
actorContainerInactive.add(actor) // naïve add; duplicates are checked when the actor is re-activated
// kill actors flagged to despawn
if (actor.flagDespawn) {
actorContainer.removeAt(actorIndex)
actorContainerSize -= 1
i-- // array removed 1 elem, so we also decrement counter by 1
}
// inactivate distant actors
else if (actor is Visible && !actor.inUpdateRange()) {
actorContainerInactive.add(actor) // naïve add; duplicates are checked when the actor is re-activated
actorContainer.removeAt(actorIndex)
actorContainerSize -= 1
i-- // array removed 1 elem, so we also decrement counter by 1

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@@ -100,7 +100,7 @@ constructor(gamename: String) : StateBasedGame(gamename) {
gc.graphics.clear() // clean up any 'dust' in the buffer
//addState(StateSplash())
addState(StateMonitorCheck())
//addState(StateMonitorCheck())
//addState(StateFontTester())
ingame = StateInGame()
addState(ingame)

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@@ -186,9 +186,9 @@ open class ActorWithBody : Actor(), Visible {
@Transient internal val BASE_FRICTION = 0.3
@Transient val KINEMATIC = 1 // does not be budged by external forces
@Transient val DYNAMIC = 2
@Transient val STATIC = 3 // does not be budged by external forces, target of collision
@Transient val KINEMATIC = 1 // does not displaced by external forces
@Transient val DYNAMIC = 2 // displaced by external forces
@Transient val STATIC = 3 // does not displaced by external forces, target of collision
var collisionType = DYNAMIC
@Transient private val CCD_TICK = 1.0 / 16.0
@@ -214,7 +214,11 @@ open class ActorWithBody : Actor(), Visible {
internal var walledLeft = false
internal var walledRight = false
/**
* true: This actor had just made collision
*/
var ccdCollided = false
private set
var isWalkingH = false
var isWalkingV = false
@@ -945,6 +949,8 @@ open class ActorWithBody : Actor(), Visible {
assertPrinted = true
}
internal fun flagDespawn() { flagDespawn = true }
companion object {
@Transient private val TSIZE = MapDrawer.TILE_SIZE

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@@ -1,6 +1,6 @@
package net.torvald.terrarum.gameactors
import net.torvald.terrarum.gameactors.ActorWithBody
import net.torvald.colourutil.CIELabUtil.brighterLab
import org.dyn4j.geometry.Vector2
import org.newdawn.slick.Color
import org.newdawn.slick.GameContainer
@@ -34,18 +34,28 @@ open class ProjectileSimple(
damage = bulletDatabase[type][0] as Int
displayColour = bulletDatabase[type][1] as Color
collisionType = KINEMATIC
}
override fun update(gc: GameContainer, delta: Int) {
// hit something and despawn! (use ```flagDespawn = true```)
// hit something and despawn
if (ccdCollided) flagDespawn()
super.update(gc, delta)
}
override fun drawBody(gc: GameContainer, g: Graphics) {
// draw trail of solid colour (Terraria style maybe?)
g.lineWidth = 3f
g.drawGradientLine(
nextHitbox.centeredX.toFloat(),
nextHitbox.centeredY.toFloat(),
displayColour,
hitbox.centeredX.toFloat(),
hitbox.centeredY.toFloat(),
displayColour.brighterLab(0.8f)
)
}
companion object {

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@@ -2,6 +2,7 @@ package net.torvald.terrarum.weather
import com.jme3.math.FastMath
import net.torvald.JsonFetcher
import net.torvald.colourutil.CIELchUtil
import net.torvald.colourutil.ColourUtil
import net.torvald.random.HQRNG
import net.torvald.terrarum.Terrarum
@@ -108,11 +109,8 @@ object WeatherMixer {
// interpolate R, G and B
val scale = (timeInSec % dataPointDistance).toFloat() / dataPointDistance // [0.0, 1.0]
val r = interpolateLinear(scale, colourThis.red, colourNext.red)
val g = interpolateLinear(scale, colourThis.green, colourNext.green)
val b = interpolateLinear(scale, colourThis.blue, colourNext.blue)
val newCol = ColourUtil.toSlickColor(r, g, b)
//val newCol = ColourUtil.getGradient(scale, colourThis, colourNext)
val newCol = CIELchUtil.getGradient(scale, colourThis, colourNext)
/* // very nice monitor code
// 65 -> 66 | 300 | 19623 | RGB8(255, 0, 255) -[41%]-> RGB8(193, 97, 23) | * `230`40`160`
@@ -127,19 +125,6 @@ object WeatherMixer {
fun Color.toStringRGB() = "RGB8(${this.red}, ${this.green}, ${this.blue})"
fun interpolateLinear(scale: Float, startValue: Int, endValue: Int): Int {
if (startValue == endValue) {
return startValue
}
if (scale <= 0f) {
return startValue
}
if (scale >= 1f) {
return endValue
}
return Math.round((1f - scale) * startValue + scale * endValue)
}
fun getWeatherList(classification: String) = weatherList[classification]!!
fun getRandomWeather(classification: String) =
getWeatherList(classification)[HQRNG().nextInt(getWeatherList(classification).size)]