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								using System.Collections;
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								using System.Collections.Generic;
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								using Godot;
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								using System;
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								namespace Rokojori
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								{
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								  public enum TextureCombinerBlendMode
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								  {
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								    Normal,
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								    Add,
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								    Multiply,
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								    Screen,
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								    Overlay,
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								    HardLight,
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								    SoftLight,
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								    Color,
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								    Hue
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								  }
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								  public class TextureCombinerBlendModeAlgorithm
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								  {
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								    public static void Blend( TextureCombinerBlendMode blendMode, int x, int y, int w, int h, float topOpacity,
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								      TextureCombinerBuffer bottom, TextureCombinerBuffer top, TextureCombinerBuffer output
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								    )
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								    {
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								      if ( TextureCombinerBlendMode.Normal == blendMode )
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								      {
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								        BlendMode( ColorX.Blend, x, y, w, h, topOpacity, bottom, top, output );
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								      }
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								      else if ( TextureCombinerBlendMode.Add == blendMode )
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								      {
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								        BlendMode( ColorX.BlendAdd, x, y, w, h, topOpacity, bottom, top, output );
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								      }
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								      else if ( TextureCombinerBlendMode.Multiply == blendMode )
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								      {
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								        BlendMode( ColorX.BlendMultiply, x, y, w, h, topOpacity, bottom, top, output );
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								      }
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								      else if ( TextureCombinerBlendMode.Screen == blendMode )
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								      {
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								        BlendMode( ColorX.BlendScreen, x, y, w, h, topOpacity, bottom, top, output );
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								      }
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								      else if ( TextureCombinerBlendMode.Overlay == blendMode )
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								      {
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								        BlendMode( ColorX.BlendOverlay, x, y, w, h, topOpacity, bottom, top, output );
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								      }
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								      else if ( TextureCombinerBlendMode.HardLight == blendMode )
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								      {
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								        BlendMode( ColorX.BlendHardLight, x, y, w, h, topOpacity, bottom, top, output );
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								      }
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								      else if ( TextureCombinerBlendMode.SoftLight == blendMode )
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								      {
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								        BlendMode( ColorX.BlendSoftLight, x, y, w, h, topOpacity, bottom, top, output );
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								      }
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								      else if ( TextureCombinerBlendMode.Color == blendMode )
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								      {
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								        BlendMode( ColorX.BlendColor, x, y, w, h, topOpacity, bottom, top, output );
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								      }
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								      else if ( TextureCombinerBlendMode.Hue == blendMode )
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								      {
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								        BlendMode( ColorX.BlendHue, x, y, w, h, topOpacity, bottom, top, output );
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								      }
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								    }
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								    static void BlendMode( System.Func<Color,Color,Color> blender, int x, int y, int w, int h, float topOpacity,
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								      TextureCombinerBuffer bottom, TextureCombinerBuffer top, TextureCombinerBuffer output )
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								    {
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								      for ( int i = 0; i < w; i++ )
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								      {
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								        var rx = x + i;
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								        for ( int j = 0; j < h; j++ )
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								        {
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								          var ry = y + j;
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								         var index        = output.ComputeIndexFromPosition( rx, ry );
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								          var topColor    = top.GetIndexed( index );
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								          var bottomColor = bottom.GetIndexed( index );
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								          var outputColor = blender( bottomColor, topColor );
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								          outputColor = bottomColor.Blend( outputColor.FadeAlpha( topOpacity ) );
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								          output.SetIndexed( index, outputColor );
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								        }
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								      }
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								    }
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								    public static void BlendMasked( TextureCombinerBlendMode blendMode, int x, int y, int w, int h, float topOpacity,
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								    TextureCombinerBuffer mask, 
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								      TextureCombinerBuffer bottom, TextureCombinerBuffer top, TextureCombinerBuffer output
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								    )
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								    {
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								      if ( TextureCombinerBlendMode.Normal == blendMode )
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								      {
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								        BlendModeMasked( ColorX.Blend, x, y, w, h, topOpacity, mask, bottom, top, output );
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								      }
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								      else if ( TextureCombinerBlendMode.Add == blendMode )
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								      {
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								        BlendModeMasked( ColorX.BlendAdd, x, y, w, h, topOpacity, mask, bottom, top, output );
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								      }
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								      else if ( TextureCombinerBlendMode.Multiply == blendMode )
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								      {
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								        BlendModeMasked( ColorX.BlendMultiply, x, y, w, h, topOpacity, mask, bottom, top, output );
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								      }
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								      else if ( TextureCombinerBlendMode.Screen == blendMode )
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								      {
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								        BlendModeMasked( ColorX.BlendScreen, x, y, w, h, topOpacity, mask, bottom, top, output );
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								      }
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								      else if ( TextureCombinerBlendMode.Overlay == blendMode )
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								      {
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								        BlendModeMasked( ColorX.BlendOverlay, x, y, w, h, topOpacity, mask, bottom, top, output );
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								      }
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								      else if ( TextureCombinerBlendMode.HardLight == blendMode )
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								      {
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								        BlendModeMasked( ColorX.BlendHardLight, x, y, w, h, topOpacity, mask, bottom, top, output );
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								      }
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								      else if ( TextureCombinerBlendMode.SoftLight == blendMode )
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								      {
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								        BlendModeMasked( ColorX.BlendSoftLight, x, y, w, h, topOpacity, mask, bottom, top, output );
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								      }
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								      else if ( TextureCombinerBlendMode.Color == blendMode )
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								      {
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								        BlendModeMasked( ColorX.BlendColor, x, y, w, h, topOpacity, mask, bottom, top, output );
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								      }
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								      else if ( TextureCombinerBlendMode.Hue == blendMode )
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								      {
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								        BlendModeMasked( ColorX.BlendHue, x, y, w, h, topOpacity, mask, bottom, top, output );
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								      }
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								    }
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								    static void BlendModeMasked( System.Func<Color,Color,Color> blender, int x, int y, int w, int h, float topOpacity, 
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								    TextureCombinerBuffer mask,
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								      TextureCombinerBuffer bottom, TextureCombinerBuffer top, TextureCombinerBuffer output )
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								    {
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								      for ( int i = 0; i < w; i++ )
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								      {
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								        var rx = x + i;
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								        for ( int j = 0; j < h; j++ )
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								        {
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								          var ry = y + j;
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								          var index        = output.ComputeIndexFromPosition( rx, ry );
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								          var topColor    = top.GetIndexed( index );
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								          var bottomColor = bottom.GetIndexed( index );
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								          var outputColor = blender( bottomColor, topColor );
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								          var maskOpacity = mask.GetIndexed( index );          
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								          outputColor = bottomColor.Blend( outputColor.FadeAlpha( topOpacity * maskOpacity.R ) );
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											2025-02-14 07:44:20 +00:00
										 
									 
								 
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								          output.SetIndexed( index, outputColor );
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								        }
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								      }
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								    }
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								  }
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								}
							 |