aseprite/tests/scripts/color_quantization.lua
2022-10-25 15:30:38 -03:00

202 lines
6.3 KiB
Lua

-- Copyright (C) 2019-2022 Igara Studio S.A.
--
-- This file is released under the terms of the MIT license.
-- Read LICENSE.txt for more information.
dofile("./test_utils.lua")
local rgba = app.pixelColor.rgba
----------------------------------------------------------------------
-- app.command.ColorQuantization
do
-- One sprite with a background layer
local s = Sprite(2, 2)
app.command.BackgroundFromLayer()
local i = s.cels[1].image
local p = s.palettes[1]
assert(#p == 256)
assert(s.colorMode == ColorMode.RGB)
app.command.ColorQuantization{ algorithm="rgb5a3" }
assert(#p == 1)
array_to_pixels({ rgba(255, 255, 0), rgba(255, 255, 0),
rgba(255, 255, 0), rgba(255, 255, 0) }, i)
app.command.ColorQuantization{ algorithm="rgb5a3" }
assert(#p == 1)
assert(p:getColor(0) == Color(255, 255, 0))
array_to_pixels({ rgba(255, 0, 0), rgba(255, 0, 0),
rgba(255, 255, 0), rgba(255, 255, 0) }, i)
app.command.ColorQuantization{ algorithm="rgb5a3" }
assert(#p == 2)
assert(p:getColor(0) == Color(255, 0, 0))
assert(p:getColor(1) == Color(255, 255, 0))
array_to_pixels({ rgba(255, 0, 0), rgba(255, 0, 0),
rgba(255, 255, 0), rgba(0, 0, 255) }, i)
app.command.ColorQuantization{ algorithm="rgb5a3" }
assert(#p == 3)
assert(p:getColor(0) == Color(255, 0, 0))
assert(p:getColor(1) == Color(255, 255, 0))
assert(p:getColor(2) == Color(0, 0, 255))
-- Convert the background layer to a transparent layer
app.command.LayerFromBackground()
app.command.ColorQuantization{ algorithm="rgb5a3", withAlpha=false }
assert(#p == 4) -- One extra color for transparent layer
assert(p:getColor(0) == Color(0, 0, 0))
assert(p:getColor(1) == Color(255, 0, 0))
assert(p:getColor(2) == Color(255, 255, 0))
assert(p:getColor(3) == Color(0, 0, 255))
app.command.ColorQuantization()
assert(#p == 4)
assert(p:getColor(0) == Color(0, 0, 0, 0))
assert(p:getColor(1) == Color(255, 0, 0))
assert(p:getColor(2) == Color(255, 255, 0))
assert(p:getColor(3) == Color(0, 0, 255))
array_to_pixels({ rgba(0, 0, 0), rgba(255, 0, 0),
rgba(255, 0, 0), rgba(0, 0, 255) }, i)
app.command.ColorQuantization{ algorithm="rgb5a3", withAlpha=false }
assert(#p == 4)
assert(p:getColor(0) == Color(0, 0, 0))
assert(p:getColor(1) == Color(0, 0, 0))
assert(p:getColor(2) == Color(255, 0, 0))
assert(p:getColor(3) == Color(0, 0, 255))
app.command.ColorQuantization{ algorithm="rgb5a3" }
assert(#p == 4)
assert(p:getColor(0) == Color(0, 0, 0, 0))
assert(p:getColor(1) == Color(0, 0, 0))
assert(p:getColor(2) == Color(255, 0, 0))
assert(p:getColor(3) == Color(0, 0, 255))
end
do
-- One sprite with a transparent layer + a background layer
local s = Sprite(2, 2)
local p = s.palettes[1]
app.command.BackgroundFromLayer()
local bg = s.cels[1].image
local fg = s:newCel(s:newLayer(), 1).image
assert(#s.frames == 1)
assert(#s.layers == 2)
assert(#s.cels == 2)
array_to_pixels({ rgba(0, 0, 0, 0), rgba(0, 255, 0),
rgba(255, 0, 0), rgba(0, 0, 0, 0) }, fg)
array_to_pixels({ rgba(0, 0, 0), rgba(0, 0, 0),
rgba(0, 0, 0), rgba(0, 0, 255) }, bg)
app.command.ColorQuantization{ algorithm="rgb5a3" }
assert(#p == 5)
assert(p:getColor(0) == Color(0, 0, 0, 0))
assert(p:getColor(1) == Color(0, 0, 0))
assert(p:getColor(2) == Color(0, 255, 0))
assert(p:getColor(3) == Color(255, 0, 0))
assert(p:getColor(4) == Color(0, 0, 255))
end
----------------------------------------------------------------------
-- app.command.ChangePixelFormat
do
local s = Sprite(2, 2, ColorMode.RGB)
local p = Palette(4)
p:setColor(0, Color(0, 0, 0))
p:setColor(1, Color(101, 90, 200))
p:setColor(2, Color(102, 91, 201))
p:setColor(3, Color(103, 92, 203))
s:setPalette(p)
app.command.BackgroundFromLayer()
local bg = s.cels[1].image
array_to_pixels({ rgba(0, 0, 0), rgba(101, 90, 200),
rgba(102, 91, 201), rgba(103, 92, 203) }, bg)
app.command.ChangePixelFormat{ format="indexed", rgbmap="rgb5a3" }
-- Using the 5-bit precision of RGB5A3 will match everything with
-- the first palette entry.
bg = s.cels[1].image
expect_img(bg, { 0, 1,
1, 1 })
app.undo()
app.command.ChangePixelFormat{ format="indexed", rgbmap="octree" }
bg = s.cels[1].image
expect_img(bg, { 0, 1,
2, 3 })
app.undo()
p:setColor(0, Color(0, 0, 0, 0))
bg = s.cels[1].image
array_to_pixels({ rgba(101, 90, 200, 0), rgba(101, 90, 200),
rgba(102, 91, 201), rgba(103, 92, 203, 0) }, bg)
app.command.ChangePixelFormat{ format="indexed", rgbmap="octree" }
bg = s.cels[1].image
expect_img(bg, { 0, 1,
2, 0 })
end
----------------------------------------------------------------------
-- Tests for issue aseprite/aseprite#3207
-- Conversion RGB to INDEXED color mode, in transparent layers, always
-- picks index 0 as transparent color, even if the mask color is present
-- in the palette.
do
local s = Sprite(2, 3, ColorMode.RGB)
local p = Palette(4)
p:setColor(0, Color(0, 0, 0))
p:setColor(1, Color(255, 0, 0))
p:setColor(2, Color(0, 0, 0, 0))
p:setColor(3, Color(0, 255, 0))
s:setPalette(p)
local bg = s.cels[1].image
array_to_pixels({ rgba(0, 0, 0),rgba(255, 0, 0),
rgba(255, 0, 0), rgba(0, 0, 0, 0),
rgba(0, 0, 0, 0), rgba(0, 0, 0, 0), }, bg)
app.command.ChangePixelFormat{ format="indexed", rgbmap="rgb5a3" }
-- Using the 5-bit precision of RGB5A3 will match everything with
-- the first palette entry.
bg = s.cels[1].image
expect_img(bg, { 0, 1,
1, 2,
2, 2 })
app.undo()
app.command.ChangePixelFormat{ format="indexed", rgbmap="octree" }
bg = s.cels[1].image
expect_img(bg, { 0, 1,
1, 2,
2, 2 })
app.undo()
p:setColor(2, Color(0, 0, 255))
s:setPalette(p)
bg = s.cels[1].image
app.command.ChangePixelFormat{ format="indexed", rgbmap="rgb5a3" }
bg = s.cels[1].image
expect_img(bg, { 2, 1,
1, 0,
0, 0 })
app.undo()
app.command.ChangePixelFormat{ format="indexed", rgbmap="octree" }
bg = s.cels[1].image
expect_img(bg, { 2, 1,
1, 0,
0, 0 })
end