| 114 | } |
| 115 | |
| 116 | std::pair<std::array<int, 3>, std::array<int, 3>> GenerateColorShift(Vector3 mainColor, Vector3 additionalColor) |
| 117 | { |
| 118 | std::array<int, 3> colorS = |
| 119 | { |
| 120 | int(mainColor.x * UCHAR_MAX), |
| 121 | int(mainColor.y * UCHAR_MAX), |
| 122 | int(mainColor.z * UCHAR_MAX) |
| 123 | }; |
| 124 | |
| 125 | std::array<int, 3> colorD = |
| 126 | { |
| 127 | int(additionalColor.x * UCHAR_MAX), |
| 128 | int(additionalColor.y * UCHAR_MAX), |
| 129 | int(additionalColor.z * UCHAR_MAX) |
| 130 | }; |
| 131 | |
| 132 | // Determine weakest RGB component |
| 133 | int lowestS = *std::min_element(colorS.begin(), colorS.end()); |
| 134 | int lowestD = *std::min_element(colorD.begin(), colorD.end()); |
| 135 | |
| 136 | constexpr auto CHROMA_SHIFT = 32; |
| 137 | constexpr auto LUMA_SHIFT = 0.5f; |
| 138 | |
| 139 | for (int i = 0; i < 3; i++) |
| 140 | { |
| 141 | if (colorS[i] != lowestS) |
| 142 | colorS[i] += Random::GenerateInt(-CHROMA_SHIFT, CHROMA_SHIFT); |
| 143 | |
| 144 | if (colorD[i] != lowestD) |
| 145 | colorD[i] += Random::GenerateInt(-CHROMA_SHIFT, CHROMA_SHIFT); |
| 146 | |
| 147 | colorS[i] = int(colorS[i] * (1.0f + Random::GenerateFloat(-LUMA_SHIFT, 0))); |
| 148 | colorD[i] = int(colorD[i] * (1.0f + Random::GenerateFloat(-LUMA_SHIFT, 0))); |
| 149 | |
| 150 | colorS[i] = std::clamp(colorS[i], 0, UCHAR_MAX); |
| 151 | colorD[i] = std::clamp(colorD[i], 0, UCHAR_MAX); |
| 152 | } |
| 153 | |
| 154 | return { colorS, colorD }; |
| 155 | } |
| 156 | |
| 157 | Vector3 Screen(const Vector3& ambient, const Vector3& tint) |
| 158 | { |
no test coverage detected