From 24accdcab05b99e1b01a8f71d0f41609738d5d3c Mon Sep 17 00:00:00 2001 From: TheOmyNomy Date: Mon, 9 Aug 2021 18:56:47 +1000 Subject: [PATCH] Add LegacyUtils class with non linear colour interpolation method --- .../Skinning/Legacy/LegacySliderBody.cs | 12 ++-- osu.Game/Utils/LegacyUtils.cs | 65 +++++++++++++++++++ 2 files changed, 69 insertions(+), 8 deletions(-) create mode 100644 osu.Game/Utils/LegacyUtils.cs diff --git a/osu.Game.Rulesets.Osu/Skinning/Legacy/LegacySliderBody.cs b/osu.Game.Rulesets.Osu/Skinning/Legacy/LegacySliderBody.cs index a8bb69c080..92941665e0 100644 --- a/osu.Game.Rulesets.Osu/Skinning/Legacy/LegacySliderBody.cs +++ b/osu.Game.Rulesets.Osu/Skinning/Legacy/LegacySliderBody.cs @@ -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); } /// diff --git a/osu.Game/Utils/LegacyUtils.cs b/osu.Game/Utils/LegacyUtils.cs new file mode 100644 index 0000000000..9351125acd --- /dev/null +++ b/osu.Game/Utils/LegacyUtils.cs @@ -0,0 +1,65 @@ +// Copyright (c) ppy Pty Ltd . 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)); + + /// + /// Interpolates between two sRGB s directly in sRGB space. + /// + public static Color4 InterpolateNonLinear(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)); + } + + /// + /// Interpolates between two sRGB s directly in sRGB space. + /// + public static Colour4 InterpolateNonLinear(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)); + } + } +}