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https://github.com/PrismLauncher/PrismLauncher.git
synced 2025-05-03 08:04:38 +02:00
use YCbCr for chesboard pattern
Signed-off-by: Trial97 <alexandru.tripon97@gmail.com>
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@ -23,6 +23,7 @@
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#include <QVector2D>
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#include <QVector3D>
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#include <QtMath>
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#include <cmath>
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#include "minecraft/skins/SkinModel.h"
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#include "ui/dialogs/skins/SkinManageDialog.h"
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@ -187,16 +188,49 @@ void SkinOpenGLWidget::updateCape(const QImage& cape)
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}
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}
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QImage generateChessboardImage(int width, int height, int tileSize)
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QVector3D RGBToYCbCr(QColor rgb)
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{
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auto fr = rgb.redF() / 255.f;
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auto fg = rgb.greenF() / 255.f;
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auto fb = rgb.blueF() / 255.F;
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auto Y = 0.2989f * fr + 0.5866f * fg + 0.1145f * fb;
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auto Cb = -0.1687f * fr - 0.3313f * fg + 0.5000f * fb;
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auto Cr = 0.5000f * fr - 0.4184f * fg - 0.0816f * fb;
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return QVector3D(Y, Cb, Cr);
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}
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QColor YCbCrToRGB(QVector3D ycbcr)
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{
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auto r = qBound(0.0f, ycbcr.x() + 0.0000f * ycbcr.y() + 1.4022f * ycbcr.z(), 1.0f);
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auto g = qBound(0.0f, ycbcr.x() - 0.3456f * ycbcr.y() - 0.7145f * ycbcr.z(), 1.0f);
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auto b = qBound(0.0f, ycbcr.x() + 1.7710f * ycbcr.y() + 0.0000f * ycbcr.z(), 1.0f);
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return QColor::fromRgb(r * 255, g * 255, b * 255);
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}
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QColor calculateContrastingColor(const QColor& color)
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{
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constexpr float contrast = 0.07;
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auto lab = RGBToYCbCr(color);
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if (lab.x() < contrast) {
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lab.setX(lab.x() + contrast);
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} else {
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lab.setX(lab.x() - contrast);
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}
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return YCbCrToRGB(lab);
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}
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QImage generateChessboardImage(int width, int height, int tileSize, QColor baseColor)
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{
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QImage image(width, height, QImage::Format_RGB888);
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auto white = baseColor;
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auto black = calculateContrastingColor(baseColor);
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for (int y = 0; y < height; ++y) {
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for (int x = 0; x < width; ++x) {
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bool isWhite = ((x / tileSize) % 2) == ((y / tileSize) % 2);
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unsigned char color = isWhite ? 100 : 50;
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image.setPixelColor(x, y, QColor(color, color, color));
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image.setPixelColor(x, y, isWhite ? white : black);
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}
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}
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return image;
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@ -204,7 +238,8 @@ QImage generateChessboardImage(int width, int height, int tileSize)
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void SkinOpenGLWidget::generateBackgroundTexture(int width, int height, int tileSize)
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{
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m_backgroundTexture = new QOpenGLTexture(generateChessboardImage(width, height, tileSize));
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m_backgroundTexture =
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new QOpenGLTexture(generateChessboardImage(width, height, tileSize, palette().color(QPalette::Normal, QPalette::Base)));
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m_backgroundTexture->setMinificationFilter(QOpenGLTexture::Nearest);
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m_backgroundTexture->setMagnificationFilter(QOpenGLTexture::Nearest);
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}
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