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[转载发布] Smooth Gradient for Terrax Lighting

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    灌水之王

    发表于 6 天前 | 显示全部楼层 |阅读模式

    Smooth Gradient for Terrax Lighting



    by Nelson William





    IntroductionThis is a tiny plugin that smooths the lights in Terrax Lighting by slightly changing the way that gradients are drawn.


    Screenshots


           


            As you can see, all lights are a bit smaller so you'll have to tweak yours a little bit.


            Also, the difference from default brightness and highest brightness (the "B99" notetag) becomes smaller, but I don't know how to improve it yet.


    How to Use


            Plug-and-play, just make sure to place it below Terrax Lighting in the Plugin Manager.


    Requirements


            As expected, it requires the Terrax Lighting...


            It was made for the version 1.4.2 of Terrax Lighting (for RPG Maker MV 1.3 and above). I don't know if it works with the Pixi 3 version.

    Script

    Spoiler//=============================================================================
    // Nelson William's Smooth Gradient for Terrax Lighting
    // TerraxLighting_SmoothGradient.js
    // Version: 1.0.1
    //=============================================================================

    //=============================================================================
    /*:
    * @plugindesc v1.0.0 Smoothes Terrax Lighting's gradients used in lights.
    * @author Nelson William
    * @help
    * TerraxLighting is required, of course.
    * Please, place this script below TerraxLighting.
    *
    * Free to use in commercial and non-commercial games.
    * Credit is optional.
    */
    //=============================================================================

    /* CHANGELOG
    v 1.0.0 - Release
    v 1.0.1 - Fixed brightness being always changed to 100 (for all colors)
    */

    var Imported = Imported || {};
    Imported.TerraxLighting_SmoothGradient = true;

    function ColorUtil_RgbToHsv () {
            var rr, gg, bb,
            r = arguments[0] / 255,
            g = arguments[1] / 255,
            b = arguments[2] / 255,
            h, s,
            v = Math.max(r, g, b),
            diff = v - Math.min(r, g, b),
            diffc = function(c){
                    return (v - c) / 6 / diff + 1 / 2;
            };

            if (diff == 0) {
                    h = s = 0;
            } else {
                    s = diff / v;
                    rr = diffc(r);
                    gg = diffc(g);
                    bb = diffc(b);

                    if (r === v) {
                            h = bb - gg;
                    }else if (g === v) {
                            h = (1 / 3) + rr - bb;
                    }else if (b === v) {
                            h = (2 / 3) + gg - rr;
                    }
                    if (h < 0) {
                            h += 1;
                    }else if (h > 1) {
                            h -= 1;
                    }
            }
            return {
                    h: Math.round(h * 360),
                    s: Math.round(s * 100),
                    v: Math.round(v * 100)
            };
    }

    function ColorUtil_HsvToRgb(h, s, v) {
            h /= 360;
            s /= 100;
            v /= 100;

            var r, g, b, i, f, p, q, t;
            if (arguments.length === 1) {
                    s = h.s, v = h.v, h = h.h;
            }
            i = Math.floor(h * 6);
            f = h * 6 - i;
            p = v * (1 - s);
            q = v * (1 - f * s);
            t = v * (1 - (1 - f) * s);
            switch (i % 6) {
                    case 0: r = v, g = t, b = p; break;
                    case 1: r = q, g = v, b = p; break;
                    case 2: r = p, g = v, b = t; break;
                    case 3: r = p, g = q, b = v; break;
                    case 4: r = t, g = p, b = v; break;
                    case 5: r = v, g = p, b = q; break;
            }
            return {
                    r: Math.round(r * 255),
                    g: Math.round(g * 255),
                    b: Math.round(b * 255)
            };
    }

    function ColorUtil_RgbToHex(r, g, b) {
            return "#" + ((1 << 24) + (r << 16) + (g << 8) + b).toString(16).slice(1);
    }

    function hexToRgb(hex) {
            var result = /^#?([a-f\d]{2})([a-f\d]{2})([a-f\d]{2})$/i.exec(hex);
            return result ? {
                    r: parseInt(result[1], 16),
                    g: parseInt(result[2], 16),
                    b: parseInt(result[3], 16)
            } : null;
    }

    (function() {

    //Overwrites TerraxLighting radial gradient fill rect with a smoothed one
    //Code is not the best but works... as far as I know
    Bitmap.prototype.radialgradientFillRect = function(x1, y1, r1, r2, color1, color2, flicker, brightness, direction) {
            x1=x1+20;

            if (!brightness) { brightness = 0.0; }
            if (!direction) {direction = 0; }
            var context = this._context;
            var grad;          
            var wait = Math.floor((Math.random()*8)+1);
            if (flicker == true && wait == 1) {
                    var flickerradiusshift = $gameVariables.GetFireRadius();
                    var flickercolorshift = $gameVariables.GetFireColorshift();
                    var gradrnd = Math.floor((Math.random()*flickerradiusshift)+1);
                    var colorrnd = Math.floor((Math.random()*flickercolorshift)-(flickercolorshift/2));

                    var r = hexToRgb(color1).r;
                    var g = hexToRgb(color1).g;
                    var b = hexToRgb(color1).b;
                    g = g + colorrnd;
                    if (g<0) { g = 0; }
                    if (g>255) { g = 255; }
                    color1 = "#" + ((1 << 24) + (r << 16) + (g << 8) + b).toString(16).slice(1);
                    r2 = r2 - gradrnd;  
                    if (r2 < 0) r2=0;
            }

            grad = context.createRadialGradient(x1, y1, r1, x1, y1, r2);

            var r1 = hexToRgb(color1).r;
            var g1 = hexToRgb(color1).g;
            var b1 = hexToRgb(color1).b;
            var h1 = ColorUtil_RgbToHsv(r1, g1, b1).h;
            var s1 = ColorUtil_RgbToHsv(r1, g1, b1).s;
            var v1 = ColorUtil_RgbToHsv(r1, g1, b1).v;
            var brightnessFactor = (v1/100) * (1 + brightness);

            v1 = Math.min(100 * brightnessFactor, 100);
            r1 = ColorUtil_HsvToRgb(h1, s1, v1).r;
            g1 = ColorUtil_HsvToRgb(h1, s1, v1).g;
            b1 = ColorUtil_HsvToRgb(h1, s1, v1).b;
            var color1Changed = ColorUtil_RgbToHex(r1, g1, b1);
            grad.addColorStop(0, color1Changed);

            v1 = Math.min(50 * brightnessFactor, 100);
            r1 = ColorUtil_HsvToRgb(h1, s1, v1).r;
            g1 = ColorUtil_HsvToRgb(h1, s1, v1).g;
            b1 = ColorUtil_HsvToRgb(h1, s1, v1).b;
            var color1Changed = ColorUtil_RgbToHex(r1, g1, b1);
            grad.addColorStop(0.33, color1Changed);

            v1 = Math.min(33 * brightnessFactor, 100);
            r1 = ColorUtil_HsvToRgb(h1, s1, v1).r;
            g1 = ColorUtil_HsvToRgb(h1, s1, v1).g;
            b1 = ColorUtil_HsvToRgb(h1, s1, v1).b;
            var color1Changed = ColorUtil_RgbToHex(r1, g1, b1);
            grad.addColorStop(0.5, color1Changed);

            v1 = Math.min(16 * brightnessFactor, 100);
            r1 = ColorUtil_HsvToRgb(h1, s1, v1).r;
            g1 = ColorUtil_HsvToRgb(h1, s1, v1).g;
            b1 = ColorUtil_HsvToRgb(h1, s1, v1).b;
            var color1Changed = ColorUtil_RgbToHex(r1, g1, b1);
            grad.addColorStop(0.7, color1Changed);

            v1 = Math.min(11 * brightnessFactor, 100);
            r1 = ColorUtil_HsvToRgb(h1, s1, v1).r;
            g1 = ColorUtil_HsvToRgb(h1, s1, v1).g;
            b1 = ColorUtil_HsvToRgb(h1, s1, v1).b;
            var color1Changed = ColorUtil_RgbToHex(r1, g1, b1);
            grad.addColorStop(0.75, color1Changed);

            v1 = Math.min(7 * brightnessFactor, 100);
            r1 = ColorUtil_HsvToRgb(h1, s1, v1).r;
            g1 = ColorUtil_HsvToRgb(h1, s1, v1).g;
            b1 = ColorUtil_HsvToRgb(h1, s1, v1).b;
            var color1Changed = ColorUtil_RgbToHex(r1, g1, b1);
            grad.addColorStop(0.8, color1Changed);

            v1 = Math.min(4 * brightnessFactor, 100);
            r1 = ColorUtil_HsvToRgb(h1, s1, v1).r;
            g1 = ColorUtil_HsvToRgb(h1, s1, v1).g;
            b1 = ColorUtil_HsvToRgb(h1, s1, v1).b;
            var color1Changed = ColorUtil_RgbToHex(r1, g1, b1);
            grad.addColorStop(0.85, color1Changed);

            v1 = Math.min(2 * brightnessFactor, 100);
            r1 = ColorUtil_HsvToRgb(h1, s1, v1).r;
            g1 = ColorUtil_HsvToRgb(h1, s1, v1).g;
            b1 = ColorUtil_HsvToRgb(h1, s1, v1).b;
            var color1Changed = ColorUtil_RgbToHex(r1, g1, b1);
            grad.addColorStop(0.9, color1Changed);

            v1 = Math.min(1 * brightnessFactor, 100);
            r1 = ColorUtil_HsvToRgb(h1, s1, v1).r;
            g1 = ColorUtil_HsvToRgb(h1, s1, v1).g;
            b1 = ColorUtil_HsvToRgb(h1, s1, v1).b;
            var color1Changed = ColorUtil_RgbToHex(r1, g1, b1);
            grad.addColorStop(0.95, color1Changed);

            v1 = 0;
            r1 = ColorUtil_HsvToRgb(h1, s1, v1).r;
            g1 = ColorUtil_HsvToRgb(h1, s1, v1).g;
            b1 = ColorUtil_HsvToRgb(h1, s1, v1).b;
            var color1Changed = ColorUtil_RgbToHex(r1, g1, b1);
            grad.addColorStop(1, color1Changed);

            grad.addColorStop(1, color2);

            context.save();
            context.fillStyle = grad;
            direction = Number(direction);
            var pw = $gameMap.tileWidth()/2;
            var ph = $gameMap.tileHeight()/2;
            switch(direction) {
                    case 0:
                    context.fillRect(x1-r2, y1-r2, r2*2, r2*2);
                    break;
                    case 1:
                    context.fillRect(x1-r2, y1-ph, r2*2, r2*2);
                    break;
                    case 2:
                    context.fillRect(x1-r2, y1-r2, r2*1+pw, r2*2);
                    break;
                    case 3:
                    context.fillRect(x1-r2, y1-r2, r2*2, r2*1+ph);
                    break;
                    case 4:
                    context.fillRect(x1-pw, y1-r2, r2*2, r2*2);
                    break;                           
            }

            // context.fillRect(x1-r2, y1-r2, r2*2, r2*2);
            context.restore();
            this._setDirty();
    };

    })();




    Credit


    Free for commercial and non-commercial games.


            Crediting me is optional.


    Author's Note


    I am not good at programming so the code may be wrong, use at your own risk. Again, I ain't no programmer, so the code is a bit weird and probably not well optimized. But it works for me project so I thought it would be nice to share it to you guys. If there is already something that does that, please tell me.


    本贴来自国际rpgmaker官方论坛作者:nelsonwilliam处,因国际论坛即将永久关站,为了存档多年珍贵资料,署名转载到本论坛存档,由于官方帖子为英文原帖,需要中文翻译请点击论坛顶部切换语言为中文就可以将帖子翻译成中文浏览,方便大家随时查看,原文地址:https://forums.rpgmakerweb.com/threads/smooth-gradient-for-terrax-lighting.73590/

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