/*************************************************************************/ /* color.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #ifndef COLOR_H #define COLOR_H #include "core/math/math_funcs.h" #include "core/string/ustring.h" struct Color { union { struct { float r; float g; float b; float a; }; float components[4] = { 0, 0, 0, 1.0 }; }; uint32_t to_rgba32() const; uint32_t to_argb32() const; uint32_t to_abgr32() const; uint64_t to_rgba64() const; uint64_t to_argb64() const; uint64_t to_abgr64() const; String to_html(bool p_alpha = true) const; float get_h() const; float get_s() const; float get_v() const; void set_hsv(float p_h, float p_s, float p_v, float p_alpha = 1.0); _FORCE_INLINE_ float &operator[](int p_idx) { return components[p_idx]; } _FORCE_INLINE_ const float &operator[](int p_idx) const { return components[p_idx]; } bool operator==(const Color &p_color) const { return (r == p_color.r && g == p_color.g && b == p_color.b && a == p_color.a); } bool operator!=(const Color &p_color) const { return (r != p_color.r || g != p_color.g || b != p_color.b || a != p_color.a); } Color operator+(const Color &p_color) const; void operator+=(const Color &p_color); Color operator-() const; Color operator-(const Color &p_color) const; void operator-=(const Color &p_color); Color operator*(const Color &p_color) const; Color operator*(float p_scalar) const; void operator*=(const Color &p_color); void operator*=(float p_scalar); Color operator/(const Color &p_color) const; Color operator/(float p_scalar) const; void operator/=(const Color &p_color); void operator/=(float p_scalar); bool is_equal_approx(const Color &p_color) const; Color clamp(const Color &p_min = Color(0, 0, 0, 0), const Color &p_max = Color(1, 1, 1, 1)) const; void invert(); Color inverted() const; _FORCE_INLINE_ Color lerp(const Color &p_to, float p_weight) const { Color res = *this; res.r += (p_weight * (p_to.r - r)); res.g += (p_weight * (p_to.g - g)); res.b += (p_weight * (p_to.b - b)); res.a += (p_weight * (p_to.a - a)); return res; } _FORCE_INLINE_ Color darkened(float p_amount) const { Color res = *this; res.r = res.r * (1.0f - p_amount); res.g = res.g * (1.0f - p_amount); res.b = res.b * (1.0f - p_amount); return res; } _FORCE_INLINE_ Color lightened(float p_amount) const { Color res = *this; res.r = res.r + (1.0f - res.r) * p_amount; res.g = res.g + (1.0f - res.g) * p_amount; res.b = res.b + (1.0f - res.b) * p_amount; return res; } _FORCE_INLINE_ uint32_t to_rgbe9995() const { const float pow2to9 = 512.0f; const float B = 15.0f; const float N = 9.0f; float sharedexp = 65408.000f; // Result of: ((pow2to9 - 1.0f) / pow2to9) * powf(2.0f, 31.0f - 15.0f) float cRed = MAX(0.0f, MIN(sharedexp, r)); float cGreen = MAX(0.0f, MIN(sharedexp, g)); float cBlue = MAX(0.0f, MIN(sharedexp, b)); float cMax = MAX(cRed, MAX(cGreen, cBlue)); float expp = MAX(-B - 1.0f, floor(Math::log(cMax) / Math_LN2)) + 1.0f + B; float sMax = (float)floor((cMax / Math::pow(2.0f, expp - B - N)) + 0.5f); float exps = expp + 1.0f; if (0.0 <= sMax && sMax < pow2to9) { exps = expp; } float sRed = Math::floor((cRed / pow(2.0f, exps - B - N)) + 0.5f); float sGreen = Math::floor((cGreen / pow(2.0f, exps - B - N)) + 0.5f); float sBlue = Math::floor((cBlue / pow(2.0f, exps - B - N)) + 0.5f); return (uint32_t(Math::fast_ftoi(sRed)) & 0x1FF) | ((uint32_t(Math::fast_ftoi(sGreen)) & 0x1FF) << 9) | ((uint32_t(Math::fast_ftoi(sBlue)) & 0x1FF) << 18) | ((uint32_t(Math::fast_ftoi(exps)) & 0x1F) << 27); } _FORCE_INLINE_ Color blend(const Color &p_over) const { Color res; float sa = 1.0 - p_over.a; res.a = a * sa + p_over.a; if (res.a == 0) { return Color(0, 0, 0, 0); } else { res.r = (r * a * sa + p_over.r * p_over.a) / res.a; res.g = (g * a * sa + p_over.g * p_over.a) / res.a; res.b = (b * a * sa + p_over.b * p_over.a) / res.a; } return res; } _FORCE_INLINE_ Color to_linear() const { return Color( r < 0.04045 ? r * (1.0 / 12.92) : Math::pow((r + 0.055) * (1.0 / (1 + 0.055)), 2.4), g < 0.04045 ? g * (1.0 / 12.92) : Math::pow((g + 0.055) * (1.0 / (1 + 0.055)), 2.4), b < 0.04045 ? b * (1.0 / 12.92) : Math::pow((b + 0.055) * (1.0 / (1 + 0.055)), 2.4), a); } _FORCE_INLINE_ Color to_srgb() const { return Color( r < 0.0031308 ? 12.92 * r : (1.0 + 0.055) * Math::pow(r, 1.0f / 2.4f) - 0.055, g < 0.0031308 ? 12.92 * g : (1.0 + 0.055) * Math::pow(g, 1.0f / 2.4f) - 0.055, b < 0.0031308 ? 12.92 * b : (1.0 + 0.055) * Math::pow(b, 1.0f / 2.4f) - 0.055, a); } static Color hex(uint32_t p_hex); static Color hex64(uint64_t p_hex); static Color html(const String &p_rgba); static bool html_is_valid(const String &p_color); static Color named(const String &p_name); static Color named(const String &p_name, const Color &p_default); static int find_named_color(const String &p_name); static int get_named_color_count(); static String get_named_color_name(int p_idx); static Color get_named_color(int p_idx); static Color from_string(const String &p_string, const Color &p_default); static Color from_hsv(float p_h, float p_s, float p_v, float p_alpha = 1.0); static Color from_rgbe9995(uint32_t p_rgbe); _FORCE_INLINE_ bool operator<(const Color &p_color) const; //used in set keys operator String() const; // For the binder. _FORCE_INLINE_ void set_r8(int32_t r8) { r = (CLAMP(r8, 0, 255) / 255.0); } _FORCE_INLINE_ int32_t get_r8() const { return int32_t(CLAMP(Math::round(r * 255.0f), 0.0f, 255.0f)); } _FORCE_INLINE_ void set_g8(int32_t g8) { g = (CLAMP(g8, 0, 255) / 255.0); } _FORCE_INLINE_ int32_t get_g8() const { return int32_t(CLAMP(Math::round(g * 255.0f), 0.0f, 255.0f)); } _FORCE_INLINE_ void set_b8(int32_t b8) { b = (CLAMP(b8, 0, 255) / 255.0); } _FORCE_INLINE_ int32_t get_b8() const { return int32_t(CLAMP(Math::round(b * 255.0f), 0.0f, 255.0f)); } _FORCE_INLINE_ void set_a8(int32_t a8) { a = (CLAMP(a8, 0, 255) / 255.0); } _FORCE_INLINE_ int32_t get_a8() const { return int32_t(CLAMP(Math::round(a * 255.0f), 0.0f, 255.0f)); } _FORCE_INLINE_ void set_h(float p_h) { set_hsv(p_h, get_s(), get_v()); } _FORCE_INLINE_ void set_s(float p_s) { set_hsv(get_h(), p_s, get_v()); } _FORCE_INLINE_ void set_v(float p_v) { set_hsv(get_h(), get_s(), p_v); } _FORCE_INLINE_ Color() {} /** * RGBA construct parameters. * Alpha is not optional as otherwise we can't bind the RGB version for scripting. */ _FORCE_INLINE_ Color(float p_r, float p_g, float p_b, float p_a) { r = p_r; g = p_g; b = p_b; a = p_a; } /** * RGB construct parameters. */ _FORCE_INLINE_ Color(float p_r, float p_g, float p_b) { r = p_r; g = p_g; b = p_b; a = 1.0; } /** * Construct a Color from another Color, but with the specified alpha value. */ _FORCE_INLINE_ Color(const Color &p_c, float p_a) { r = p_c.r; g = p_c.g; b = p_c.b; a = p_a; } Color(const String &p_code) { if (html_is_valid(p_code)) { *this = html(p_code); } else { *this = named(p_code); } } Color(const String &p_code, float p_a) { *this = Color(p_code); a = p_a; } }; bool Color::operator<(const Color &p_color) const { if (r == p_color.r) { if (g == p_color.g) { if (b == p_color.b) { return (a < p_color.a); } else { return (b < p_color.b); } } else { return g < p_color.g; } } else { return r < p_color.r; } } _FORCE_INLINE_ Color operator*(float p_scalar, const Color &p_color) { return p_color * p_scalar; } #endif // COLOR_H