godot/core/color.h
2020-05-14 21:57:34 +02:00

238 lines
7.8 KiB
C++

/*************************************************************************/
/* color.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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/ustring.h"
struct Color {
union {
struct {
float r;
float g;
float b;
float a;
};
float components[4] = { 0, 0, 0, 1.0 };
};
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); }
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;
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 idx) {
return components[idx];
}
_FORCE_INLINE_ const float &operator[](int idx) const {
return components[idx];
}
Color operator+(const Color &p_color) const;
_FORCE_INLINE_ void operator+=(const Color &p_color) {
r = r + p_color.r;
g = g + p_color.g;
b = b + p_color.b;
a = a + p_color.a;
}
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*(const real_t &rvalue) const;
void operator*=(const Color &p_color);
void operator*=(const real_t &rvalue);
Color operator/(const Color &p_color) const;
Color operator/(const real_t &rvalue) const;
void operator/=(const Color &p_color);
void operator/=(const real_t &rvalue);
bool is_equal_approx(const Color &p_color) const;
void invert();
void contrast();
Color inverted() const;
Color contrasted() const;
_FORCE_INLINE_ Color lerp(const Color &p_b, float p_t) const {
Color res = *this;
res.r += (p_t * (p_b.r - r));
res.g += (p_t * (p_b.g - g));
res.b += (p_t * (p_b.b - b));
res.a += (p_t * (p_b.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 Emax = 31.0f;
const float N = 9.0f;
float sharedexp = 65408.000f; //(( 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));
// expp = MAX(-B - 1, log2(maxc)) + 1 + B
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_color);
static bool html_is_valid(const String &p_color);
static Color named(const String &p_name);
String to_html(bool p_alpha = true) const;
Color from_hsv(float p_h, float p_s, float p_v, float p_a) const;
static Color from_rgbe9995(uint32_t p_rgbe);
_FORCE_INLINE_ bool operator<(const Color &p_color) const; //used in set keys
operator String() const;
_FORCE_INLINE_ Color() {}
/**
* RGB / RGBA construct parameters. Alpha is optional, but defaults to 1.0
*/
_FORCE_INLINE_ Color(float p_r, float p_g, float p_b, float p_a = 1.0) {
r = p_r;
g = p_g;
b = p_b;
a = p_a;
}
/**
* 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;
}
};
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;
}
}
#endif // COLOR_H