├── .github └── FUNDING.yml ├── .gitignore ├── LICENSE ├── README.md ├── aftman.toml ├── default.project.json ├── package.json ├── selene.toml ├── sourcemap.json ├── src ├── GetGuiColor │ ├── ClassHandlers │ │ ├── default.lua │ │ ├── image.lua │ │ ├── init.lua │ │ └── text.lua │ └── init.lua ├── GetWorldColor │ └── init.lua ├── Utils.lua └── init.lua └── wally.toml /.github/FUNDING.yml: -------------------------------------------------------------------------------- 1 | github: boatbomber 2 | patreon: boatbomberrblx 3 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | # Project build files 2 | /*.rbxl 3 | /*.rbxlx 4 | /*.rbxm 5 | /*.rbxmx 6 | 7 | # Roblox Studio lock files 8 | /*.rbxlx.lock 9 | /*.rbxl.lock 10 | 11 | # VS Code files 12 | .vscode/* 13 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | Mozilla Public License Version 2.0 2 | ================================== 3 | 4 | 1. Definitions 5 | -------------- 6 | 7 | 1.1. "Contributor" 8 | means each individual or legal entity that creates, contributes to 9 | the creation of, or owns Covered Software. 10 | 11 | 1.2. "Contributor Version" 12 | means the combination of the Contributions of others (if any) used 13 | by a Contributor and that particular Contributor's Contribution. 14 | 15 | 1.3. "Contribution" 16 | means Covered Software of a particular Contributor. 17 | 18 | 1.4. "Covered Software" 19 | means Source Code Form to which the initial Contributor has attached 20 | the notice in Exhibit A, the Executable Form of such Source Code 21 | Form, and Modifications of such Source Code Form, in each case 22 | including portions thereof. 23 | 24 | 1.5. "Incompatible With Secondary Licenses" 25 | means 26 | 27 | (a) that the initial Contributor has attached the notice described 28 | in Exhibit B to the Covered Software; or 29 | 30 | (b) that the Covered Software was made available under the terms of 31 | version 1.1 or earlier of the License, but not also under the 32 | terms of a Secondary License. 33 | 34 | 1.6. "Executable Form" 35 | means any form of the work other than Source Code Form. 36 | 37 | 1.7. "Larger Work" 38 | means a work that combines Covered Software with other material, in 39 | a separate file or files, that is not Covered Software. 40 | 41 | 1.8. "License" 42 | means this document. 43 | 44 | 1.9. "Licensable" 45 | means having the right to grant, to the maximum extent possible, 46 | whether at the time of the initial grant or subsequently, any and 47 | all of the rights conveyed by this License. 48 | 49 | 1.10. "Modifications" 50 | means any of the following: 51 | 52 | (a) any file in Source Code Form that results from an addition to, 53 | deletion from, or modification of the contents of Covered 54 | Software; or 55 | 56 | (b) any new file in Source Code Form that contains any Covered 57 | Software. 58 | 59 | 1.11. "Patent Claims" of a Contributor 60 | means any patent claim(s), including without limitation, method, 61 | process, and apparatus claims, in any patent Licensable by such 62 | Contributor that would be infringed, but for the grant of the 63 | License, by the making, using, selling, offering for sale, having 64 | made, import, or transfer of either its Contributions or its 65 | Contributor Version. 66 | 67 | 1.12. "Secondary License" 68 | means either the GNU General Public License, Version 2.0, the GNU 69 | Lesser General Public License, Version 2.1, the GNU Affero General 70 | Public License, Version 3.0, or any later versions of those 71 | licenses. 72 | 73 | 1.13. "Source Code Form" 74 | means the form of the work preferred for making modifications. 75 | 76 | 1.14. "You" (or "Your") 77 | means an individual or a legal entity exercising rights under this 78 | License. For legal entities, "You" includes any entity that 79 | controls, is controlled by, or is under common control with You. For 80 | purposes of this definition, "control" means (a) the power, direct 81 | or indirect, to cause the direction or management of such entity, 82 | whether by contract or otherwise, or (b) ownership of more than 83 | fifty percent (50%) of the outstanding shares or beneficial 84 | ownership of such entity. 85 | 86 | 2. License Grants and Conditions 87 | -------------------------------- 88 | 89 | 2.1. Grants 90 | 91 | Each Contributor hereby grants You a world-wide, royalty-free, 92 | non-exclusive license: 93 | 94 | (a) under intellectual property rights (other than patent or trademark) 95 | Licensable by such Contributor to use, reproduce, make available, 96 | modify, display, perform, distribute, and otherwise exploit its 97 | Contributions, either on an unmodified basis, with Modifications, or 98 | as part of a Larger Work; and 99 | 100 | (b) under Patent Claims of such Contributor to make, use, sell, offer 101 | for sale, have made, import, and otherwise transfer either its 102 | Contributions or its Contributor Version. 103 | 104 | 2.2. Effective Date 105 | 106 | The licenses granted in Section 2.1 with respect to any Contribution 107 | become effective for each Contribution on the date the Contributor first 108 | distributes such Contribution. 109 | 110 | 2.3. Limitations on Grant Scope 111 | 112 | The licenses granted in this Section 2 are the only rights granted under 113 | this License. No additional rights or licenses will be implied from the 114 | distribution or licensing of Covered Software under this License. 115 | Notwithstanding Section 2.1(b) above, no patent license is granted by a 116 | Contributor: 117 | 118 | (a) for any code that a Contributor has removed from Covered Software; 119 | or 120 | 121 | (b) for infringements caused by: (i) Your and any other third party's 122 | modifications of Covered Software, or (ii) the combination of its 123 | Contributions with other software (except as part of its Contributor 124 | Version); or 125 | 126 | (c) under Patent Claims infringed by Covered Software in the absence of 127 | its Contributions. 128 | 129 | This License does not grant any rights in the trademarks, service marks, 130 | or logos of any Contributor (except as may be necessary to comply with 131 | the notice requirements in Section 3.4). 132 | 133 | 2.4. Subsequent Licenses 134 | 135 | No Contributor makes additional grants as a result of Your choice to 136 | distribute the Covered Software under a subsequent version of this 137 | License (see Section 10.2) or under the terms of a Secondary License (if 138 | permitted under the terms of Section 3.3). 139 | 140 | 2.5. Representation 141 | 142 | Each Contributor represents that the Contributor believes its 143 | Contributions are its original creation(s) or it has sufficient rights 144 | to grant the rights to its Contributions conveyed by this License. 145 | 146 | 2.6. Fair Use 147 | 148 | This License is not intended to limit any rights You have under 149 | applicable copyright doctrines of fair use, fair dealing, or other 150 | equivalents. 151 | 152 | 2.7. Conditions 153 | 154 | Sections 3.1, 3.2, 3.3, and 3.4 are conditions of the licenses granted 155 | in Section 2.1. 156 | 157 | 3. Responsibilities 158 | ------------------- 159 | 160 | 3.1. Distribution of Source Form 161 | 162 | All distribution of Covered Software in Source Code Form, including any 163 | Modifications that You create or to which You contribute, must be under 164 | the terms of this License. You must inform recipients that the Source 165 | Code Form of the Covered Software is governed by the terms of this 166 | License, and how they can obtain a copy of this License. You may not 167 | attempt to alter or restrict the recipients' rights in the Source Code 168 | Form. 169 | 170 | 3.2. Distribution of Executable Form 171 | 172 | If You distribute Covered Software in Executable Form then: 173 | 174 | (a) such Covered Software must also be made available in Source Code 175 | Form, as described in Section 3.1, and You must inform recipients of 176 | the Executable Form how they can obtain a copy of such Source Code 177 | Form by reasonable means in a timely manner, at a charge no more 178 | than the cost of distribution to the recipient; and 179 | 180 | (b) You may distribute such Executable Form under the terms of this 181 | License, or sublicense it under different terms, provided that the 182 | license for the Executable Form does not attempt to limit or alter 183 | the recipients' rights in the Source Code Form under this License. 184 | 185 | 3.3. Distribution of a Larger Work 186 | 187 | You may create and distribute a Larger Work under terms of Your choice, 188 | provided that You also comply with the requirements of this License for 189 | the Covered Software. If the Larger Work is a combination of Covered 190 | Software with a work governed by one or more Secondary Licenses, and the 191 | Covered Software is not Incompatible With Secondary Licenses, this 192 | License permits You to additionally distribute such Covered Software 193 | under the terms of such Secondary License(s), so that the recipient of 194 | the Larger Work may, at their option, further distribute the Covered 195 | Software under the terms of either this License or such Secondary 196 | License(s). 197 | 198 | 3.4. Notices 199 | 200 | You may not remove or alter the substance of any license notices 201 | (including copyright notices, patent notices, disclaimers of warranty, 202 | or limitations of liability) contained within the Source Code Form of 203 | the Covered Software, except that You may alter any license notices to 204 | the extent required to remedy known factual inaccuracies. 205 | 206 | 3.5. Application of Additional Terms 207 | 208 | You may choose to offer, and to charge a fee for, warranty, support, 209 | indemnity or liability obligations to one or more recipients of Covered 210 | Software. However, You may do so only on Your own behalf, and not on 211 | behalf of any Contributor. You must make it absolutely clear that any 212 | such warranty, support, indemnity, or liability obligation is offered by 213 | You alone, and You hereby agree to indemnify every Contributor for any 214 | liability incurred by such Contributor as a result of warranty, support, 215 | indemnity or liability terms You offer. You may include additional 216 | disclaimers of warranty and limitations of liability specific to any 217 | jurisdiction. 218 | 219 | 4. Inability to Comply Due to Statute or Regulation 220 | --------------------------------------------------- 221 | 222 | If it is impossible for You to comply with any of the terms of this 223 | License with respect to some or all of the Covered Software due to 224 | statute, judicial order, or regulation then You must: (a) comply with 225 | the terms of this License to the maximum extent possible; and (b) 226 | describe the limitations and the code they affect. Such description must 227 | be placed in a text file included with all distributions of the Covered 228 | Software under this License. Except to the extent prohibited by statute 229 | or regulation, such description must be sufficiently detailed for a 230 | recipient of ordinary skill to be able to understand it. 231 | 232 | 5. Termination 233 | -------------- 234 | 235 | 5.1. The rights granted under this License will terminate automatically 236 | if You fail to comply with any of its terms. However, if You become 237 | compliant, then the rights granted under this License from a particular 238 | Contributor are reinstated (a) provisionally, unless and until such 239 | Contributor explicitly and finally terminates Your grants, and (b) on an 240 | ongoing basis, if such Contributor fails to notify You of the 241 | non-compliance by some reasonable means prior to 60 days after You have 242 | come back into compliance. Moreover, Your grants from a particular 243 | Contributor are reinstated on an ongoing basis if such Contributor 244 | notifies You of the non-compliance by some reasonable means, this is the 245 | first time You have received notice of non-compliance with this License 246 | from such Contributor, and You become compliant prior to 30 days after 247 | Your receipt of the notice. 248 | 249 | 5.2. If You initiate litigation against any entity by asserting a patent 250 | infringement claim (excluding declaratory judgment actions, 251 | counter-claims, and cross-claims) alleging that a Contributor Version 252 | directly or indirectly infringes any patent, then the rights granted to 253 | You by any and all Contributors for the Covered Software under Section 254 | 2.1 of this License shall terminate. 255 | 256 | 5.3. In the event of termination under Sections 5.1 or 5.2 above, all 257 | end user license agreements (excluding distributors and resellers) which 258 | have been validly granted by You or Your distributors under this License 259 | prior to termination shall survive termination. 260 | 261 | ************************************************************************ 262 | * * 263 | * 6. Disclaimer of Warranty * 264 | * ------------------------- * 265 | * * 266 | * Covered Software is provided under this License on an "as is" * 267 | * basis, without warranty of any kind, either expressed, implied, or * 268 | * statutory, including, without limitation, warranties that the * 269 | * Covered Software is free of defects, merchantable, fit for a * 270 | * particular purpose or non-infringing. The entire risk as to the * 271 | * quality and performance of the Covered Software is with You. * 272 | * Should any Covered Software prove defective in any respect, You * 273 | * (not any Contributor) assume the cost of any necessary servicing, * 274 | * repair, or correction. This disclaimer of warranty constitutes an * 275 | * essential part of this License. No use of any Covered Software is * 276 | * authorized under this License except under this disclaimer. * 277 | * * 278 | ************************************************************************ 279 | 280 | ************************************************************************ 281 | * * 282 | * 7. Limitation of Liability * 283 | * -------------------------- * 284 | * * 285 | * Under no circumstances and under no legal theory, whether tort * 286 | * (including negligence), contract, or otherwise, shall any * 287 | * Contributor, or anyone who distributes Covered Software as * 288 | * permitted above, be liable to You for any direct, indirect, * 289 | * special, incidental, or consequential damages of any character * 290 | * including, without limitation, damages for lost profits, loss of * 291 | * goodwill, work stoppage, computer failure or malfunction, or any * 292 | * and all other commercial damages or losses, even if such party * 293 | * shall have been informed of the possibility of such damages. This * 294 | * limitation of liability shall not apply to liability for death or * 295 | * personal injury resulting from such party's negligence to the * 296 | * extent applicable law prohibits such limitation. Some * 297 | * jurisdictions do not allow the exclusion or limitation of * 298 | * incidental or consequential damages, so this exclusion and * 299 | * limitation may not apply to You. * 300 | * * 301 | ************************************************************************ 302 | 303 | 8. Litigation 304 | ------------- 305 | 306 | Any litigation relating to this License may be brought only in the 307 | courts of a jurisdiction where the defendant maintains its principal 308 | place of business and such litigation shall be governed by laws of that 309 | jurisdiction, without reference to its conflict-of-law provisions. 310 | Nothing in this Section shall prevent a party's ability to bring 311 | cross-claims or counter-claims. 312 | 313 | 9. Miscellaneous 314 | ---------------- 315 | 316 | This License represents the complete agreement concerning the subject 317 | matter hereof. If any provision of this License is held to be 318 | unenforceable, such provision shall be reformed only to the extent 319 | necessary to make it enforceable. Any law or regulation which provides 320 | that the language of a contract shall be construed against the drafter 321 | shall not be used to construe this License against a Contributor. 322 | 323 | 10. Versions of the License 324 | --------------------------- 325 | 326 | 10.1. New Versions 327 | 328 | Mozilla Foundation is the license steward. Except as provided in Section 329 | 10.3, no one other than the license steward has the right to modify or 330 | publish new versions of this License. Each version will be given a 331 | distinguishing version number. 332 | 333 | 10.2. Effect of New Versions 334 | 335 | You may distribute the Covered Software under the terms of the version 336 | of the License under which You originally received the Covered Software, 337 | or under the terms of any subsequent version published by the license 338 | steward. 339 | 340 | 10.3. Modified Versions 341 | 342 | If you create software not governed by this License, and you want to 343 | create a new license for such software, you may create and use a 344 | modified version of this License if you rename the license and remove 345 | any references to the name of the license steward (except to note that 346 | such modified license differs from this License). 347 | 348 | 10.4. Distributing Source Code Form that is Incompatible With Secondary 349 | Licenses 350 | 351 | If You choose to distribute Source Code Form that is Incompatible With 352 | Secondary Licenses under the terms of this version of the License, the 353 | notice described in Exhibit B of this License must be attached. 354 | 355 | Exhibit A - Source Code Form License Notice 356 | ------------------------------------------- 357 | 358 | This Source Code Form is subject to the terms of the Mozilla Public 359 | License, v. 2.0. If a copy of the MPL was not distributed with this 360 | file, You can obtain one at http://mozilla.org/MPL/2.0/. 361 | 362 | If it is not possible or desirable to put the notice in a particular 363 | file, then You may include the notice in a location (such as a LICENSE 364 | file in a relevant directory) where a recipient would be likely to look 365 | for such a notice. 366 | 367 | You may add additional accurate notices of copyright ownership. 368 | 369 | Exhibit B - "Incompatible With Secondary Licenses" Notice 370 | --------------------------------------------------------- 371 | 372 | This Source Code Form is "Incompatible With Secondary Licenses", as 373 | defined by the Mozilla Public License, v. 2.0. 374 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # PixelColorApproximation 2 | 3 | Rough approximation of pixel colors in Roblox. 4 | 5 | [Please consider supporting my work.](https://github.com/sponsors/boatbomber) 6 | 7 | Here is a direct comparison. The real pixel values (aka a screenshot of my actual screen) vs the approximated colors from this module. 8 | 9 | ![RobloxScreenShot20240303_010124421](https://github.com/boatbomber/PixelColorApproximation/assets/40185666/8caf724d-06bd-4519-bb7b-e4264938e3e1) 10 | 11 | ![RobloxScreenShot20240303_010116013](https://github.com/boatbomber/PixelColorApproximation/assets/40185666/0b6af504-1203-4b35-9f3e-38d1e1bf31aa) 12 | 13 | It is clearly not exact, but it's remarkably close to the real screen! (If you squint hard enough) 14 | 15 | ## Installation 16 | 17 | Via [wally](https://wally.run): 18 | 19 | ```toml 20 | [dependencies] 21 | PixelColorApproximation = "boatbomber/pixelcolorapproximation@0.2.1" 22 | ``` 23 | -------------------------------------------------------------------------------- /aftman.toml: -------------------------------------------------------------------------------- 1 | # This file lists tools managed by Aftman, a cross-platform toolchain manager. 2 | # For more information, see https://github.com/LPGhatguy/aftman 3 | 4 | # To add a new tool, add an entry to this table. 5 | [tools] 6 | rojo = "rojo-rbx/rojo@7.4.1" 7 | wally = "upliftgames/wally@0.3.2" 8 | selene = "Kampfkarren/selene@0.26.1" 9 | stylua = "JohnnyMorganz/stylua@0.20.0" 10 | -------------------------------------------------------------------------------- /default.project.json: -------------------------------------------------------------------------------- 1 | { 2 | "name": "PixelColorApproximation", 3 | "tree": { 4 | "$path": "src" 5 | } 6 | } 7 | -------------------------------------------------------------------------------- /package.json: -------------------------------------------------------------------------------- 1 | { 2 | "name": "@boatbomber/pixelcolorapproximation", 3 | "version": "0.2.1", 4 | "license": "MPL 2.0", 5 | "repository": { 6 | "type": "git", 7 | "url": "https://github.com/boatbomber/PixelColorApproximation.git" 8 | }, 9 | "contributors": [ 10 | "boatbomber" 11 | ], 12 | "bugs": { 13 | "url": "https://github.com/boatbomber/PixelColorApproximation/issues" 14 | } 15 | } 16 | -------------------------------------------------------------------------------- /selene.toml: -------------------------------------------------------------------------------- 1 | std = "roblox" 2 | -------------------------------------------------------------------------------- /sourcemap.json: -------------------------------------------------------------------------------- 1 | {"name":"PixelColorApproximation","className":"ModuleScript","filePaths":["src\\init.lua","default.project.json"],"children":[{"name":"GetGuiColor","className":"ModuleScript","filePaths":["src\\GetGuiColor\\init.lua"],"children":[{"name":"ClassHandlers","className":"ModuleScript","filePaths":["src\\GetGuiColor\\ClassHandlers\\init.lua"],"children":[{"name":"default","className":"ModuleScript","filePaths":["src\\GetGuiColor\\ClassHandlers\\default.lua"]},{"name":"image","className":"ModuleScript","filePaths":["src\\GetGuiColor\\ClassHandlers\\image.lua"]},{"name":"text","className":"ModuleScript","filePaths":["src\\GetGuiColor\\ClassHandlers\\text.lua"]}]}]},{"name":"GetWorldColor","className":"ModuleScript","filePaths":["src\\GetWorldColor\\init.lua"]},{"name":"Utils","className":"ModuleScript","filePaths":["src\\Utils.lua"]}]} -------------------------------------------------------------------------------- /src/GetGuiColor/ClassHandlers/default.lua: -------------------------------------------------------------------------------- 1 | return function(queryPoint: Vector2, gui: GuiObject): { number } 2 | local color = 3 | { gui.BackgroundColor3.R, gui.BackgroundColor3.G, gui.BackgroundColor3.B, 1 - gui.BackgroundTransparency } 4 | local gradient = gui:FindFirstChildWhichIsA("UIGradient") 5 | if gradient then 6 | -- TODO: Figure out where in the gradient we are 7 | local colorKeypoint = gradient.Color.Keypoints[1] 8 | local alphaKeypoint = gradient.Transparency.Keypoints[1] 9 | 10 | color[1] *= colorKeypoint.Value.R 11 | color[2] *= colorKeypoint.Value.G 12 | color[3] *= colorKeypoint.Value.B 13 | color[4] *= 1 - alphaKeypoint.Value 14 | end 15 | 16 | return color 17 | end 18 | -------------------------------------------------------------------------------- /src/GetGuiColor/ClassHandlers/image.lua: -------------------------------------------------------------------------------- 1 | local Utils = require(script.Parent.Parent.Parent.Utils) 2 | local defaultHandler = require(script.Parent.default) 3 | 4 | return function(queryPoint: Vector2, gui: ImageLabel | ImageButton): { number } 5 | local color = defaultHandler(queryPoint, gui) 6 | if gui.ImageTransparency == 1 or gui.Image == "" or gui.IsLoaded == false then 7 | return color 8 | end 9 | 10 | local image, isDownscaled = Utils.getEditableImage(gui) 11 | if not image then 12 | return color 13 | end 14 | 15 | local queryInObjectSpace = 16 | Utils.worldToLocal(queryPoint, gui.AbsolutePosition, gui.AbsoluteSize, math.rad(gui.Rotation)) 17 | local imageWidth, imageHeight = image.Size.X, image.Size.Y 18 | local objectWidth, objectHeight = gui.AbsoluteSize.X, gui.AbsoluteSize.Y 19 | local queryInImageSpace = queryInObjectSpace 20 | 21 | -- Find where on the image we'll be sampling 22 | if gui.ScaleType == Enum.ScaleType.Fit then 23 | if objectWidth <= objectHeight then 24 | -- Image will display across width, so we need to adjust our objectSpace Y into imageSpace Y 25 | local imageSizeInObject = Vector2.new(objectWidth, objectWidth / imageWidth * imageHeight) 26 | local imagePositionInObject = Vector2.new(0, (objectHeight - imageSizeInObject.Y) / 2) 27 | local minimumObjectSpace = imagePositionInObject.Y / objectHeight 28 | if queryInObjectSpace.Y < minimumObjectSpace then 29 | return color 30 | end 31 | local maximumObjectSpace = 1 - minimumObjectSpace 32 | if queryInObjectSpace.Y > maximumObjectSpace then 33 | return color 34 | end 35 | local range = maximumObjectSpace - minimumObjectSpace 36 | 37 | queryInImageSpace = Vector2.new(queryInObjectSpace.X, (queryInObjectSpace.Y - minimumObjectSpace) / range) 38 | else 39 | -- Image will display across height, so we need to adjust our objectSpace X into imageSpace X 40 | local imageSizeInObject = Vector2.new(objectHeight / imageHeight * imageWidth, objectHeight) 41 | local imagePositionInObject = Vector2.new((objectWidth - imageSizeInObject.X) / 2, 0) 42 | local minimumObjectSpace = imagePositionInObject.X / objectWidth 43 | if queryInObjectSpace.X < minimumObjectSpace then 44 | return color 45 | end 46 | local maximumObjectSpace = 1 - minimumObjectSpace 47 | if queryInObjectSpace.X > maximumObjectSpace then 48 | return color 49 | end 50 | local range = maximumObjectSpace - minimumObjectSpace 51 | 52 | queryInImageSpace = Vector2.new((queryInObjectSpace.X - minimumObjectSpace) / range, queryInObjectSpace.Y) 53 | end 54 | --TODO: elseif object.ScaleType == Enum.ScaleType.Crop then 55 | end 56 | 57 | local downScaleFactor = (if isDownscaled then Utils.IMAGE_DOWNSCALE_FACTOR else 1) 58 | local rectSize = gui.ImageRectSize * downScaleFactor / image.Size 59 | if rectSize.X ~= 0 or rectSize.Y ~= 0 then 60 | -- Adjust queryInImageSpace based on rect cutout 61 | local rectPos = gui.ImageRectOffset * downScaleFactor / image.Size 62 | queryInImageSpace = Vector2.new( 63 | math.clamp(queryInImageSpace.X * rectSize.X + rectPos.X, 0, 1), 64 | math.clamp(queryInImageSpace.Y * rectSize.Y + rectPos.Y, 0, 1) 65 | ) 66 | end 67 | 68 | -- If the query point is outside the image, return the background color 69 | if queryInImageSpace.X < 0 or queryInImageSpace.X > 1 or queryInImageSpace.Y < 0 or queryInImageSpace.Y > 1 then 70 | return color 71 | end 72 | 73 | -- Get the pixel color at the query point 74 | local imageColor = image:ReadPixels( 75 | Vector2.new( 76 | math.clamp(math.floor(queryInImageSpace.X * imageWidth), 0, imageWidth - 1), 77 | math.clamp(math.floor(queryInImageSpace.Y * imageHeight), 0, imageHeight - 1) 78 | ), 79 | Vector2.one 80 | ) 81 | if not imageColor then 82 | return color 83 | end 84 | 85 | -- Blend the gui properties 86 | local multColor = gui.ImageColor3 87 | imageColor[1] *= multColor.R 88 | imageColor[2] *= multColor.G 89 | imageColor[3] *= multColor.B 90 | imageColor[4] *= (1 - gui.ImageTransparency) 91 | 92 | -- Blend this pixel over the background 93 | local imageAlpha = imageColor[4] 94 | local colorAlpha = color[4] 95 | color[1] = (1 - imageAlpha) * (color[1] * colorAlpha) + imageAlpha * imageColor[1] 96 | color[2] = (1 - imageAlpha) * (color[2] * colorAlpha) + imageAlpha * imageColor[2] 97 | color[3] = (1 - imageAlpha) * (color[3] * colorAlpha) + imageAlpha * imageColor[3] 98 | color[4] = math.max(imageAlpha, colorAlpha) 99 | 100 | return color 101 | end 102 | -------------------------------------------------------------------------------- /src/GetGuiColor/ClassHandlers/init.lua: -------------------------------------------------------------------------------- 1 | local handlerFunctions = {} 2 | for _, module in script:GetChildren() do 3 | if not module:IsA("ModuleScript") then 4 | continue 5 | end 6 | handlerFunctions[module.Name] = require(module) 7 | end 8 | 9 | local ClassHandlers = setmetatable({ 10 | default = handlerFunctions.default, 11 | 12 | ImageLabel = handlerFunctions.image, 13 | ImageButton = handlerFunctions.image, 14 | 15 | TextLabel = handlerFunctions.text, 16 | TextButton = handlerFunctions.text, 17 | TextBox = handlerFunctions.text, 18 | 19 | -- TODO: ViewportFrames 20 | }, { 21 | __index = function(t, _class) 22 | -- No handler exists for this class, fallback to default 23 | return rawget(t, "default") 24 | end, 25 | }) 26 | 27 | return ClassHandlers 28 | -------------------------------------------------------------------------------- /src/GetGuiColor/ClassHandlers/text.lua: -------------------------------------------------------------------------------- 1 | local Utils = require(script.Parent.Parent.Parent.Utils) 2 | local defaultHandler = require(script.Parent.default) 3 | 4 | return function(queryPoint: Vector2, gui: TextBox | TextLabel | TextButton): { number } 5 | local color = defaultHandler(queryPoint, gui) 6 | 7 | local textAlpha = 1 - gui.TextTransparency 8 | if textAlpha == 0 or string.find(gui.Text, "%S") == nil then 9 | return color 10 | end 11 | 12 | local queryInObjectSpace = 13 | Utils.worldToLocal(queryPoint, gui.AbsolutePosition, gui.AbsoluteSize, math.rad(gui.Rotation)) 14 | local queryInObjectPixels = queryInObjectSpace * gui.AbsoluteSize 15 | 16 | -- TODO: Estimate the spacing between words not just lines 17 | -- TODO: Don't assume all lines are the max textBounds.X 18 | -- TODO: Support UIPadding altering alignment 19 | 20 | local textBounds = gui.TextBounds 21 | 22 | -- Return background color if we're outside the text bounds with respect to alignment 23 | local textXAlignment = gui.TextXAlignment 24 | if textXAlignment == Enum.TextXAlignment.Left then 25 | if queryInObjectPixels.X > textBounds.X then 26 | return color 27 | end 28 | elseif textXAlignment == Enum.TextXAlignment.Right then 29 | if queryInObjectPixels.X < gui.AbsoluteSize.X - textBounds.X then 30 | return color 31 | end 32 | elseif textXAlignment == Enum.TextXAlignment.Center then 33 | local mid = gui.AbsoluteSize.X / 2 34 | local textOffset = textBounds.X / 2 35 | if queryInObjectPixels.X < mid - textOffset then 36 | return color 37 | elseif queryInObjectPixels.X > mid + textOffset then 38 | return color 39 | end 40 | end 41 | local textYAlignment = gui.TextYAlignment 42 | if textYAlignment == Enum.TextYAlignment.Top then 43 | if queryInObjectPixels.Y > textBounds.Y then 44 | return color 45 | end 46 | elseif textYAlignment == Enum.TextYAlignment.Bottom then 47 | if queryInObjectPixels.Y < gui.AbsoluteSize.Y - textBounds.Y then 48 | return color 49 | end 50 | elseif textYAlignment == Enum.TextYAlignment.Center then 51 | local mid = gui.AbsoluteSize.Y / 2 52 | local textOffset = textBounds.Y / 2 53 | if queryInObjectPixels.Y < mid - textOffset then 54 | return color 55 | elseif queryInObjectPixels.Y > mid + textOffset then 56 | return color 57 | end 58 | end 59 | 60 | -- Return background color if we're between the lines of text 61 | 62 | local textHeight = gui.TextSize 63 | local lineCount = textBounds.Y // textHeight 64 | local lineSpacing = (textBounds.Y - (textHeight * lineCount)) / (lineCount - 1) 65 | if textYAlignment == Enum.TextYAlignment.Top then 66 | if (queryInObjectPixels.Y % (textHeight + lineSpacing)) > textHeight then 67 | return color 68 | end 69 | elseif textYAlignment == Enum.TextYAlignment.Bottom then 70 | local padding = gui.AbsoluteSize.Y - textBounds.Y 71 | if ((queryInObjectPixels.Y + padding) % (textHeight + lineSpacing)) > textHeight then 72 | return color 73 | end 74 | elseif textYAlignment == Enum.TextYAlignment.Center then 75 | local padding = (gui.AbsoluteSize.Y - textBounds.Y) / 2 76 | if ((queryInObjectPixels.Y + padding) % (textHeight + lineSpacing)) > textHeight then 77 | return color 78 | end 79 | end 80 | 81 | -- Return the text color since we're probably inside the text area 82 | -- However, text is not a solid so we just force it to be partially transparent 83 | local textColor = gui.TextColor3 84 | 85 | if color[4] > 0 then 86 | -- We can blend with our background 87 | return { 88 | (0.6 * textColor.R) + (0.4 * color[1]), 89 | (0.6 * textColor.G) + (0.4 * color[2]), 90 | (0.6 * textColor.B) + (0.4 * color[3]), 91 | textAlpha, 92 | } 93 | else 94 | -- We don't have a background, so we can just be partially transparent 95 | return { 96 | textColor.R, 97 | textColor.G, 98 | textColor.B, 99 | textAlpha * 0.6, 100 | } 101 | end 102 | end 103 | -------------------------------------------------------------------------------- /src/GetGuiColor/init.lua: -------------------------------------------------------------------------------- 1 | local ClassHandlers = require(script.ClassHandlers) 2 | 3 | return function(queryPoint: Vector2, gui: GuiObject): { number } 4 | return ClassHandlers[gui.ClassName](queryPoint, gui) 5 | end 6 | -------------------------------------------------------------------------------- /src/GetWorldColor/init.lua: -------------------------------------------------------------------------------- 1 | local Terrain = workspace.Terrain 2 | local Lighting = game:GetService("Lighting") 3 | 4 | local Utils = require(script.Parent.Utils) 5 | 6 | local currentSkybox = Lighting:FindFirstChildWhichIsA("Sky") 7 | Lighting.ChildAdded:Connect(function(child) 8 | if child:IsA("Sky") then 9 | currentSkybox = child 10 | end 11 | end) 12 | Lighting.ChildRemoved:Connect(function(child) 13 | if child == currentSkybox then 14 | currentSkybox = Lighting:FindFirstChildWhichIsA("Sky") 15 | end 16 | end) 17 | 18 | local nightColor, dayColor = Color3.fromRGB(2, 7, 30), Color3.fromRGB(89, 178, 210) 19 | local function estimateDefaultSky(origin: Vector3): { number } 20 | -- No skybox, just roughly estimate the default blue sky 21 | local clockTime = Lighting.ClockTime 22 | local distFromNoon = math.abs(12 - clockTime) / 12 23 | local noise = math.noise(origin.X * 70, origin.Y * 70, origin.Z * 70) / 10 24 | local color = dayColor:Lerp(nightColor, distFromNoon + noise) 25 | 26 | return { color.R, color.G, color.B, 1 } 27 | end 28 | 29 | local function getSkyboxColor(origin: Vector3, direction: Vector3): { number } 30 | if not currentSkybox then 31 | return estimateDefaultSky(origin) 32 | end 33 | 34 | local skyboxFace, u, v = Utils.getSkyboxFaceAndCoords(direction.Unit) 35 | local skyboxTexture = currentSkybox[skyboxFace] 36 | local skyboxImage = Utils.getEditableImage(skyboxTexture) 37 | if not skyboxImage then 38 | return estimateDefaultSky(origin) 39 | end 40 | local skyboxImageSize = skyboxImage.Size 41 | local imageColor = skyboxImage:ReadPixels( 42 | Vector2.new( 43 | math.clamp(math.floor(u * skyboxImageSize.X), 0, skyboxImageSize.X - 1), 44 | math.clamp(math.floor(v * skyboxImageSize.Y), 0, skyboxImageSize.Y - 1) 45 | ), 46 | Vector2.one 47 | ) 48 | 49 | return imageColor or estimateDefaultSky(origin) 50 | end 51 | 52 | local function raycastUntilColor(origin, direction, length, ignoreList) 53 | local raycastParams = RaycastParams.new() 54 | raycastParams.FilterDescendantsInstances = ignoreList 55 | raycastParams.FilterType = Enum.RaycastFilterType.Exclude 56 | raycastParams.IgnoreWater = false 57 | 58 | local raycastResult = workspace:Raycast(origin, direction * length, raycastParams) 59 | 60 | if not raycastResult or not raycastResult.Instance then 61 | return getSkyboxColor(origin, direction) 62 | end 63 | 64 | -- We should techincally be casting through semi-transparent objects and blending the result, 65 | -- but that's super costly and we need to be fast so we just use the first object we find 66 | 67 | local hit = raycastResult.Instance 68 | local fogBlend = if raycastResult.Distance >= Lighting.FogStart 69 | then (raycastResult.Distance - Lighting.FogStart) / (Lighting.FogEnd - Lighting.FogStart) * 0.9 70 | else 0 71 | 72 | if hit == Terrain then 73 | if raycastResult.Material == Enum.Material.Water then 74 | local color = Terrain.WaterColor:Lerp(Lighting.FogColor, fogBlend) 75 | return { color.R, color.G, color.B, 1 - Terrain.WaterTransparency } 76 | else 77 | local color = Terrain:GetMaterialColor(raycastResult.Material):Lerp(Lighting.FogColor, fogBlend) 78 | return { color.R, color.G, color.B, 1 } 79 | end 80 | end 81 | 82 | if (1 - hit.Transparency) * (1 - hit.LocalTransparencyModifier) <= 0.05 then 83 | -- Pass through it 84 | table.insert(ignoreList, hit) 85 | return raycastUntilColor(raycastResult.Position, direction, length - raycastResult.Distance, ignoreList) 86 | else 87 | -- Note that this can be wildly wrong for textured or decaled items 88 | -- but again- speed is more important here. We aren't writing a raycast renderer, 89 | -- we're just approximating colors. 90 | local color = hit.Color:Lerp(Lighting.FogColor, fogBlend) 91 | return { color.R, color.G, color.B, 1 - hit.Transparency } 92 | end 93 | end 94 | 95 | return function(queryPoint: Vector2): { number } 96 | local ray = workspace.CurrentCamera:ScreenPointToRay(queryPoint.X, queryPoint.Y, 0) 97 | return raycastUntilColor(ray.Origin, ray.Direction, 500, {}) 98 | end 99 | -------------------------------------------------------------------------------- /src/Utils.lua: -------------------------------------------------------------------------------- 1 | local AssetService = game:GetService("AssetService") 2 | 3 | local Utils = {} 4 | 5 | function Utils.worldToLocal(vector, position, size, rotation) 6 | local translated = vector - position 7 | local cosAngle = math.cos(-rotation) 8 | local sinAngle = math.sin(-rotation) 9 | local rotatedX = cosAngle * translated.X - sinAngle * translated.Y 10 | local rotatedY = sinAngle * translated.X + cosAngle * translated.Y 11 | local scaledX = rotatedX / size.X 12 | local scaledY = rotatedY / size.Y 13 | return Vector2.new(scaledX, scaledY) 14 | end 15 | 16 | Utils.IMAGE_DOWNSCALE_FACTOR = 0.75 -- Sample images at lower resolution to improve performance 17 | Utils.IMAGE_CACHE = {} 18 | function Utils.getEditableImage(source: string | Instance): (EditableImage?, boolean?) 19 | local assetUri: string 20 | 21 | local sourceType = typeof(source) 22 | if sourceType == "string" then 23 | assetUri = source :: string 24 | elseif sourceType == "Instance" then 25 | local sourceInstance = source :: Instance 26 | if sourceInstance:FindFirstChildWhichIsA("EditableImage") then 27 | return sourceInstance:FindFirstChildWhichIsA("EditableImage"), false 28 | end 29 | 30 | if sourceInstance:IsA("ImageLabel") or sourceInstance:IsA("ImageButton") then 31 | assetUri = sourceInstance.Image 32 | elseif sourceInstance:IsA("Texture") or sourceInstance:IsA("Decal") then 33 | assetUri = sourceInstance.Texture 34 | elseif sourceInstance:IsA("SurfaceAppearance") then 35 | assetUri = sourceInstance.ColorMap 36 | end 37 | else 38 | return 39 | end 40 | 41 | if assetUri == nil or assetUri == "" then 42 | return 43 | end 44 | 45 | local assetId: string? = string.match(assetUri, "%d+$") 46 | if assetId == nil then 47 | return 48 | end 49 | 50 | if Utils.IMAGE_CACHE[assetId] then 51 | return Utils.IMAGE_CACHE[assetId], true 52 | end 53 | 54 | local success, editableImage = pcall(function() 55 | local image = AssetService:CreateEditableImageAsync(assetUri) 56 | image:Resize(image.Size * Utils.IMAGE_DOWNSCALE_FACTOR) 57 | Utils.IMAGE_CACHE[assetId] = image 58 | return image 59 | end) 60 | 61 | if success then 62 | return editableImage, true 63 | end 64 | 65 | return 66 | end 67 | 68 | function Utils.getSkyboxFaceAndCoords(lookDirection: Vector3): (string, number, number) 69 | local absX = math.abs(lookDirection.X) 70 | local absY = math.abs(lookDirection.Y) 71 | local absZ = math.abs(lookDirection.Z) 72 | local face, u, v 73 | 74 | -- Determine the primary direction of the lookDirection vector and calculate 2D coordinates 75 | if absX > absY and absX > absZ then 76 | if lookDirection.X < 0 then 77 | face = "SkyboxRt" 78 | u = 1 - (lookDirection.Z / absX + 1) / 2 79 | v = (lookDirection.Y / absX + 1) / 2 80 | else 81 | face = "SkyboxLf" 82 | u = (lookDirection.Z / absX + 1) / 2 83 | v = (lookDirection.Y / absX + 1) / 2 84 | end 85 | elseif absY > absZ then 86 | if lookDirection.Y > 0 then 87 | face = "SkyboxUp" 88 | u = 1 - (lookDirection.Z / absY + 1) / 2 89 | v = (lookDirection.X / absY + 1) / 2 90 | else 91 | face = "SkyboxDn" 92 | u = 1 - (lookDirection.Z / absY + 1) / 2 93 | v = 1 - (lookDirection.X / absY + 1) / 2 94 | end 95 | else 96 | if lookDirection.Z < 0 then 97 | face = "SkyboxFt" 98 | u = (lookDirection.X / absZ + 1) / 2 99 | v = (lookDirection.Y / absZ + 1) / 2 100 | else 101 | face = "SkyboxBk" 102 | u = 1 - (lookDirection.X / absZ + 1) / 2 103 | v = (lookDirection.Y / absZ + 1) / 2 104 | end 105 | end 106 | 107 | -- Invert v to map the coordinate system correctly 108 | v = 1 - v 109 | 110 | return face, u, v 111 | end 112 | 113 | return Utils 114 | -------------------------------------------------------------------------------- /src/init.lua: -------------------------------------------------------------------------------- 1 | local PlayerGui = game:GetService("Players").LocalPlayer:WaitForChild("PlayerGui", math.huge) 2 | 3 | local GetGuiColor = require(script.GetGuiColor) 4 | local GetWorldColor = require(script.GetWorldColor) 5 | 6 | local PixelColorApproximation = {} 7 | 8 | function PixelColorApproximation:GetColor(queryPoint: Vector2, topLayer: GuiObject?): { number } 9 | -- First, figure out the UI color at this point 10 | local guisAtPosition = PlayerGui:GetGuiObjectsAtPosition(queryPoint.X, queryPoint.Y) 11 | 12 | local uiIsOpaque = false 13 | local layerColors, layerIndex = table.create(math.ceil(#guisAtPosition / 2)), 0 14 | local topLayerIndex = if topLayer then table.find(guisAtPosition, topLayer) else nil 15 | 16 | for i = (topLayerIndex or 0) + 1, #guisAtPosition do 17 | local gui = guisAtPosition[i] 18 | 19 | -- Get object color 20 | local guiColor = GetGuiColor(queryPoint, gui) 21 | local guiAlpha = guiColor[4] 22 | if guiAlpha == 0 then 23 | -- Skip invisible objects 24 | continue 25 | end 26 | 27 | layerIndex += 1 28 | layerColors[layerIndex] = guiColor 29 | 30 | -- We'll stop at the first opaque item since everything beneath will be covered 31 | if guiAlpha == 1 then 32 | uiIsOpaque = true 33 | break 34 | end 35 | end 36 | 37 | -- If the UI is not opaque, we'll roughly get world color underneath 38 | if not uiIsOpaque then 39 | local worldColor = GetWorldColor(queryPoint) 40 | layerIndex += 1 41 | layerColors[layerIndex] = worldColor 42 | end 43 | 44 | -- Finally, we blend all these colors using their alphas and return that 45 | local color = { 0, 0, 0, 1 } 46 | for i = layerIndex, 1, -1 do 47 | local layerColor = layerColors[i] 48 | local layerAlpha = layerColor[4] 49 | color[1] = (1 - layerAlpha) * color[1] + layerAlpha * layerColor[1] 50 | color[2] = (1 - layerAlpha) * color[2] + layerAlpha * layerColor[2] 51 | color[3] = (1 - layerAlpha) * color[3] + layerAlpha * layerColor[3] 52 | end 53 | 54 | return color 55 | end 56 | 57 | return PixelColorApproximation 58 | -------------------------------------------------------------------------------- /wally.toml: -------------------------------------------------------------------------------- 1 | [package] 2 | name = "boatbomber/pixelcolorapproximation" 3 | description = "Rough approximation of pixel colors in Roblox" 4 | version = "0.2.1" 5 | license = "MPL 2.0" 6 | authors = ["boatbomber (https://boatbomber.com)"] 7 | registry = "https://github.com/upliftgames/wally-index" 8 | realm = "shared" 9 | include = ["src", "src/**", "wally.toml", "wally.lock", "default.project.json"] 10 | exclude = ["**"] 11 | --------------------------------------------------------------------------------