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OpenRA/OpenRA.Game/Graphics/PlayerColorRemap.cs
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Initial commit: OpenRA game engine
Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-10 21:46:54 +08:00

54 lines
1.6 KiB
C#

#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System;
using System.Collections.Immutable;
using OpenRA.Primitives;
namespace OpenRA.Graphics
{
public class PlayerColorRemap : IPaletteRemap
{
readonly ImmutableArray<int> remapIndices;
readonly float hue;
readonly float saturation;
readonly float value;
public PlayerColorRemap(ImmutableArray<int> remapIndices, Color color)
{
this.remapIndices = remapIndices;
var (r, g, b) = color.ToLinear();
(hue, saturation, value) = Color.RgbToHsv(r, g, b);
}
public Color GetRemappedColor(Color original, int index)
{
if (!remapIndices.Contains(index))
return original;
// Color remapping is applied in a linear color space, so start
// by undoing the pre-multiplied alpha and gamma corrections
var (r, g, b) = original.ToLinear();
// Calculate the brightness (i.e HSV value) of the original colour
// This inlines the single line of Color.RgbToHsv() that we need
var value = Math.Max(Math.Max(r, g), b);
// Construct the new RGB color
(r, g, b) = Color.HsvToRgb(hue, saturation, value * this.value);
// Convert linear back to SRGB and pre-multiply by the alpha
return Color.FromLinear(original.A, r, g, b);
}
}
}