Java Code Examples for com.badlogic.gdx.graphics.Color#set()

The following examples show how to use com.badlogic.gdx.graphics.Color#set() . You can vote up the ones you like or vote down the ones you don't like, and go to the original project or source file by following the links above each example. You may check out the related API usage on the sidebar.
Example 1
Source File: Utils.java    From skin-composer with MIT License 6 votes vote down vote up
/**
 * Does not dispose pixmap.
 * @param pixmap
 * @return 
 */
public static Color averageColor(Pixmap pixmap) {
    Color temp = new Color();
    float sumR = 0.0f;
    float sumG = 0.0f;
    float sumB = 0.0f;
    int count = 0;
    for (int y = 0; y < pixmap.getHeight(); y++) {
        for (int x = 0; x < pixmap.getWidth(); x++) {
            temp.set(pixmap.getPixel(x, y));
            if (temp.a > 0) {
                sumR += temp.r;
                sumG += temp.g;
                sumB += temp.b;
                count++;
            }
        }
    }
    
    if (count == 0) {
        return new Color(Color.BLACK);
    } else {
        return new Color(sumR / count, sumG / count, sumB / count, 1.0f);
    }
}
 
Example 2
Source File: Utils.java    From skin-composer with MIT License 6 votes vote down vote up
/**
 * Does not dispose pixmap
 * @param pixmap
 * @return 
 */
public static Pixmap tintPixmap(Pixmap pixmap, Color color) {
    Color tempColor = new Color();
    for (int y = 0; y < pixmap.getHeight(); y++) {
        for (int x = 0; x < pixmap.getWidth(); x++) {
            tempColor.set(pixmap.getPixel(x, y));
            float a = tempColor.a;
            tempColor.mul(color);
            tempColor.a = a;
            pixmap.setColor(tempColor);
            pixmap.drawPixel(x, y);
            tempColor.set(pixmap.getPixel(x, y));
        }
    }
    return pixmap;
}
 
Example 3
Source File: DefaultAnimator.java    From uracer-kotd with Apache License 2.0 5 votes vote down vote up
private void updateLights (TrackProgressData progressData, Color ambient, Color trees, float collisionFactor) {
	float base = 0.1f;
	float timeModFactor = URacer.Game.getTimeModFactor();

	float blue = (base * 3f * timeModFactor) * (1 - AMath.sigmoidT(collisionFactor, 0.7f, true));
	// Gdx.app.log("DefaultAnimator", "blue=" + blue);

	//@off
	ambient.set(
		base * 1.5f,
		base,
		base + blue,
		0.55f + 0.05f * timeModFactor
	);
	//@on

	ambient.clamp();
	trees.set(ambient);

	// Gdx.app.log("", "" + ambient);

	// update point lights, more intensity from lights near the player
	PlayerCar player = world.getPlayer();
	PointLight[] lights = world.getLights();
	if (lights != null && player != null) {
		for (int l = 0; l < lights.length; l++) {
			float dist = player.getWorldPosMt().dst2(lights[l].getPosition());
			float maxdist = 30;
			maxdist *= maxdist;
			dist = 1 - MathUtils.clamp(dist, 0, maxdist) / maxdist;
			float r = 1f;
			float g = 1f;
			float b = 1f;
			float a = 0.65f;
			lights[l].setColor(r, g, b, a);// + AMath.fixup(0.4f * dist));
		}
	}
}
 
Example 4
Source File: AOTextureGenerator.java    From Cubes with MIT License 5 votes vote down vote up
protected static void generate(FileHandle file) {
  final long startTime = System.currentTimeMillis();
  startExecutor();
  Pixmap weak = generate(0.5f);
  Pixmap strong = generate(0.1f);

  Pixmap out = new Pixmap(weak.getWidth(), weak.getHeight(), weak.getFormat());
  Color outColor = new Color();
  Color tempColor = new Color();
  for (int x = 0; x < out.getWidth(); x++) {
    for (int y = 0; y < out.getHeight(); y++) {
      outColor.r = tempColor.set(weak.getPixel(x, y)).r;
      outColor.g = tempColor.set(strong.getPixel(x, y)).r;
      outColor.b = 1f;
      outColor.a = 1f;
      out.drawPixel(x, y, Color.rgba8888(outColor));
    }
  }
  weak.dispose();
  strong.dispose();

  System.out.println("Took " + ((System.currentTimeMillis() - startTime) / 1000 / 60) + " minutes");
  System.out.println("Writing to: " + file.path());
  System.out.println();

  PixmapIO.writePNG(file, out);
  out.dispose();
}
 
Example 5
Source File: AOTextureGenerator.java    From Cubes with MIT License 5 votes vote down vote up
private static void pixmapToDouble(Pixmap in, double[][] out) {
  Color c = new Color();
  for (int x = 0; x < in.getWidth(); x++) {
    for (int y = 0; y < in.getHeight(); y++) {
      c.set(in.getPixel(x, y));
      out[x][y] = c.r;
    }
  }
}
 
Example 6
Source File: GdxCanvas.java    From seventh with GNU General Public License v2.0 5 votes vote down vote up
private void setColor(Color c, Integer color) {
    if(color != null) {
        int alpha = color >>> 24;
        color = (color << 8) | alpha;
        
        c.set(color);
    }
}
 
Example 7
Source File: GameWorld.java    From uracer-kotd with Apache License 2.0 4 votes vote down vote up
private void createLights () {
		if (!mapUtils.hasObjectGroup(ObjectGroup.Lights)) {
			this.nightMode = false;
			return;
		}

		float rttScale = 0.5f;
		int maxRays = 360;

		if (!URacer.Game.isDesktop()) {
			rttScale = 0.2f;
			maxRays = 360;
		}

		RayHandler.setColorPrecisionHighp();

		rayHandler = new RayHandler(box2dWorld, maxRays, (int)(ScaleUtils.PlayWidth * rttScale),
			(int)(ScaleUtils.PlayHeight * rttScale), true);
		rayHandler.setShadows(true);
		rayHandler.setCulling(true);
		rayHandler.setBlur(true);
		rayHandler.setBlurNum(2);
		rayHandler.setAmbientLight(0.1f, 0.05f, 0.1f, 0.4f);

		final Color c = new Color();

		// setup player headlights data
		c.set(0.1f, 0.2f, 0.9f, 0.85f);

		int headlightsMask = CollisionFilters.CategoryTrackWalls;
		// int headlightsMask = CollisionFilters.CategoryTrackWalls | CollisionFilters.CategoryReplay;
		// int headlightsMask = CollisionFilters.CategoryReplay;
		// int headlightsMask = 0;

		playerHeadlightsA = new ConeLight(rayHandler, maxRays, c, 25, 0, 0, 0, 9);
		playerHeadlightsA.setSoft(true);
		playerHeadlightsA.setMaskBits(headlightsMask);

		playerHeadlightsB = new ConeLight(rayHandler, maxRays, c, 25, 0, 0, 0, 9);
		playerHeadlightsB.setSoft(true);
		playerHeadlightsB.setMaskBits(headlightsMask);

		// setup level lights data, if any
		Vector2 pos = new Vector2();
		MapLayer group = mapUtils.getObjectGroup(ObjectGroup.Lights);

		int lights_count = group.getObjects().getCount();
		lights = new PointLight[lights_count];

		for (int i = 0; i < lights_count; i++) {
			//@off
			c.set(
//			 MathUtils.random(0,1),
//			 MathUtils.random(0,1),
//			 MathUtils.random(0,1),
							1f, .85f, 0.6f, 0.8f
//				MathUtils.random(0.85f,1),
//				MathUtils.random(0.8f,0.85f),
//				MathUtils.random(0.6f,0.8f),
//				0.55f
			);
			//@on

			RectangleMapObject o = (RectangleMapObject)group.getObjects().get(i);
			pos.set(o.getRectangle().x, o.getRectangle().y);// .scl(scalingStrategy.invTileMapZoomFactor);
			pos.y = worldSizePx.y - pos.y;
			pos.set(Convert.px2mt(pos));// .scl(scalingStrategy.tileMapZoomFactor);

			PointLight l = new PointLight(rayHandler, maxRays, c, MathUtils.random(15, 20), pos.x, pos.y);
			l.setSoft(true);
			l.setStaticLight(false);
			l.setMaskBits(CollisionFilters.CategoryPlayer | CollisionFilters.CategoryTrackWalls);

			lights[i] = l;
		}

		// playerImpulse = new PointLight(rayHandler, maxRays);
		// playerImpulse.setMaskBits(CollisionFilters.CategoryPlayer | CollisionFilters.CategoryReplay);
		// playerImpulse.setSoft(true);
		// playerImpulse.setStaticLight(false);
		// playerImpulse.setActive(true);
		// playerImpulse.setColor(1, 1, 1, 1f);
		// playerImpulse.setDistance(5);
	}
 
Example 8
Source File: ColorUtils.java    From typing-label with MIT License 4 votes vote down vote up
/**
 * Converts HSV color system to RGB
 *
 * @param h           hue 0-360
 * @param s           saturation 0-100
 * @param v           value 0-100
 * @param targetColor color that result will be stored in
 * @return targetColor
 */
public static Color HSVtoRGB(float h, float s, float v, Color targetColor) {
    if(h == 360) h = 359;
    int r, g, b;
    int i;
    float f, p, q, t;
    h = (float) Math.max(0.0, Math.min(360.0, h));
    s = (float) Math.max(0.0, Math.min(100.0, s));
    v = (float) Math.max(0.0, Math.min(100.0, v));
    s /= 100;
    v /= 100;
    h /= 60;
    i = MathUtils.floor(h);
    f = h - i;
    p = v * (1 - s);
    q = v * (1 - s * f);
    t = v * (1 - s * (1 - f));
    switch(i) {
        case 0:
            r = MathUtils.round(255 * v);
            g = MathUtils.round(255 * t);
            b = MathUtils.round(255 * p);
            break;
        case 1:
            r = MathUtils.round(255 * q);
            g = MathUtils.round(255 * v);
            b = MathUtils.round(255 * p);
            break;
        case 2:
            r = MathUtils.round(255 * p);
            g = MathUtils.round(255 * v);
            b = MathUtils.round(255 * t);
            break;
        case 3:
            r = MathUtils.round(255 * p);
            g = MathUtils.round(255 * q);
            b = MathUtils.round(255 * v);
            break;
        case 4:
            r = MathUtils.round(255 * t);
            g = MathUtils.round(255 * p);
            b = MathUtils.round(255 * v);
            break;
        default:
            r = MathUtils.round(255 * v);
            g = MathUtils.round(255 * p);
            b = MathUtils.round(255 * q);
    }

    targetColor.set(r / 255.0f, g / 255.0f, b / 255.0f, targetColor.a);
    return targetColor;
}
 
Example 9
Source File: Utils.java    From skin-composer with MIT License 4 votes vote down vote up
/**
 * Does not dispose pixmap.
 * @param pixmap
 * @param ninePatch
 * @return 
 */
public static Color averageEdgeColor(Pixmap pixmap, boolean ninePatch) {
    int border = 0;
    if (ninePatch) {
        border = 1;
    }
    
    Color temp = new Color();
    float sumR = 0.0f;
    float sumG = 0.0f;
    float sumB = 0.0f;
    int count = 0;

    //left edge
    for (int y = border; y < pixmap.getHeight() - border; y++) {
        for (int x = border; x < pixmap.getWidth() - border; x++) {
            temp.set(pixmap.getPixel(x, y));
            if (temp.a > 0) {
                sumR += temp.r;
                sumG += temp.g;
                sumB += temp.b;
                count++;
                break;
            }
        }
    }
    
    //right edge
    for (int y = border; y < pixmap.getHeight() - border; y++) {
        for (int x = pixmap.getWidth() - 1 - border; x > border; x--) {
            temp.set(pixmap.getPixel(x, y));
            if (temp.a > 0) {
                sumR += temp.r;
                sumG += temp.g;
                sumB += temp.b;
                count++;
                break;
            }
        }
    }
    
    //top edge
    for (int x = border; x < pixmap.getWidth() - border; x++) {
        for (int y = border; y < pixmap.getHeight() - border; y++) {
            temp.set(pixmap.getPixel(x, y));
            if (temp.a > 0) {
                sumR += temp.r;
                sumG += temp.g;
                sumB += temp.b;
                count++;
                break;
            }
        }
    }
    
    //bottom edge
    for (int x = border; x < pixmap.getWidth() - border; x++) {
        for (int y = pixmap.getHeight() - 1 - border; y > border; y--) {
            temp.set(pixmap.getPixel(x, y));
            if (temp.a > 0) {
                sumR += temp.r;
                sumG += temp.g;
                sumB += temp.b;
                count++;
                break;
            }
        }
    }
    
    if (count == 0) {
        return new Color(Color.BLACK);
    } else {
        return new Color(sumR / count, sumG / count, sumB / count, 1.0f);
    }
}
 
Example 10
Source File: SystemProfiler.java    From riiablo with Apache License 2.0 4 votes vote down vote up
/**
 * Calculates semi unique color from given hash
 */
public static Color calculateColor(int hash, Color color) {
  float hue = (hash % 333) / 333f;
  float saturation = ((hash % 271) / 271f) * 0.2f + 0.8f;
  float brightness = ((hash % 577) / 577f) * 0.1f + 0.9f;

  int r = 0, g = 0, b = 0;
  if (saturation == 0) {
    r = g = b = (int) (brightness * 255.0f + 0.5f);
  } else {
    float h = (hue - (float) Math.floor(hue)) * 6.0f;
    float f = h - (float) Math.floor(h);
    float p = brightness * (1.0f - saturation);
    float q = brightness * (1.0f - saturation * f);
    float t = brightness * (1.0f - (saturation * (1.0f - f)));
    switch ((int) h) {
      case 0:
        r = (int) (brightness * 255.0f + 0.5f);
        g = (int) (t * 255.0f + 0.5f);
        b = (int) (p * 255.0f + 0.5f);
        break;
      case 1:
        r = (int) (q * 255.0f + 0.5f);
        g = (int) (brightness * 255.0f + 0.5f);
        b = (int) (p * 255.0f + 0.5f);
        break;
      case 2:
        r = (int) (p * 255.0f + 0.5f);
        g = (int) (brightness * 255.0f + 0.5f);
        b = (int) (t * 255.0f + 0.5f);
        break;
      case 3:
        r = (int) (p * 255.0f + 0.5f);
        g = (int) (q * 255.0f + 0.5f);
        b = (int) (brightness * 255.0f + 0.5f);
        break;
      case 4:
        r = (int) (t * 255.0f + 0.5f);
        g = (int) (p * 255.0f + 0.5f);
        b = (int) (brightness * 255.0f + 0.5f);
        break;
      case 5:
        r = (int) (brightness * 255.0f + 0.5f);
        g = (int) (p * 255.0f + 0.5f);
        b = (int) (q * 255.0f + 0.5f);
        break;
    }
  }

  return color.set(r / 255f, g / 255f, b / 255f, 1);
}
 
Example 11
Source File: ColorUtils.java    From vis-ui with Apache License 2.0 4 votes vote down vote up
/**
 * Converts HSV color system to RGB
 * @param h hue 0-360
 * @param s saturation 0-100
 * @param v value 0-100
 * @param targetColor color that result will be stored in
 * @return targetColor
 */
public static Color HSVtoRGB (float h, float s, float v, Color targetColor) {
	if (h == 360) h = 359;
	int r, g, b;
	int i;
	float f, p, q, t;
	h = (float) Math.max(0.0, Math.min(360.0, h));
	s = (float) Math.max(0.0, Math.min(100.0, s));
	v = (float) Math.max(0.0, Math.min(100.0, v));
	s /= 100;
	v /= 100;
	h /= 60;
	i = MathUtils.floor(h);
	f = h - i;
	p = v * (1 - s);
	q = v * (1 - s * f);
	t = v * (1 - s * (1 - f));
	switch (i) {
		case 0:
			r = MathUtils.round(255 * v);
			g = MathUtils.round(255 * t);
			b = MathUtils.round(255 * p);
			break;
		case 1:
			r = MathUtils.round(255 * q);
			g = MathUtils.round(255 * v);
			b = MathUtils.round(255 * p);
			break;
		case 2:
			r = MathUtils.round(255 * p);
			g = MathUtils.round(255 * v);
			b = MathUtils.round(255 * t);
			break;
		case 3:
			r = MathUtils.round(255 * p);
			g = MathUtils.round(255 * q);
			b = MathUtils.round(255 * v);
			break;
		case 4:
			r = MathUtils.round(255 * t);
			g = MathUtils.round(255 * p);
			b = MathUtils.round(255 * v);
			break;
		default:
			r = MathUtils.round(255 * v);
			g = MathUtils.round(255 * p);
			b = MathUtils.round(255 * q);
	}

	targetColor.set(r / 255.0f, g / 255.0f, b / 255.0f, targetColor.a);
	return targetColor;
}