-=-=-=-=-=- -ESM Shadow Mapping for softer and less glitchy shadows -HDR Pipeline (convert to Linear on texture import, convert to SRGB at the end) -Fix to xml parse bug
147 lines
4.7 KiB
C
147 lines
4.7 KiB
C
/*************************************************************************/
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/* color.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef COLOR_H
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#define COLOR_H
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#include "ustring.h"
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#include "math_funcs.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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struct Color {
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union {
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struct {
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float r;
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float g;
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float b;
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float a;
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};
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float components[4];
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};
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bool operator==(const Color &p_color) const { return (r==p_color.r && g==p_color.g && b==p_color.b && a==p_color.a ); }
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bool operator!=(const Color &p_color) const { return (r!=p_color.r || g!=p_color.g || b!=p_color.b || a!=p_color.a ); }
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uint32_t to_32() const;
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uint32_t to_ARGB32() const;
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float gray() const;
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float get_h() const;
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float get_s() const;
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float get_v() const;
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void set_hsv(float p_h, float p_s, float p_v, float p_alpha=1.0);
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_FORCE_INLINE_ float& operator[](int idx) {
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return components[idx];
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}
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_FORCE_INLINE_ const float& operator[](int idx) const {
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return components[idx];
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}
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void invert();
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void contrast();
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Color inverted() const;
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Color contrasted() const;
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_FORCE_INLINE_ Color linear_interpolate(const Color& p_b, float p_t) const {
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Color res=*this;
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res.r+= (p_t * (p_b.r-r));
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res.g+= (p_t * (p_b.g-g));
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res.b+= (p_t * (p_b.b-b));
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res.a+= (p_t * (p_b.a-a));
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return res;
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}
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_FORCE_INLINE_ Color blend(const Color& p_over) const {
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Color res;
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float sa = 1.0 - p_over.a;
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res.a = a*sa+p_over.a;
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if (res.a==0) {
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return Color(0,0,0,0);
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} else {
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res.r = (r*a*sa + p_over.r * p_over.a)/res.a;
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res.g = (g*a*sa + p_over.g * p_over.a)/res.a;
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res.b = (b*a*sa + p_over.b * p_over.a)/res.a;
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}
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return res;
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}
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_FORCE_INLINE_ Color to_linear() const {
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return Color(
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r<0.04045 ? r * (1.0 / 12.92) : Math::pow((r + 0.055) * (1.0 / (1 + 0.055)), 2.4),
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g<0.04045 ? g * (1.0 / 12.92) : Math::pow((g + 0.055) * (1.0 / (1 + 0.055)), 2.4),
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b<0.04045 ? b * (1.0 / 12.92) : Math::pow((b + 0.055) * (1.0 / (1 + 0.055)), 2.4),
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a
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);
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}
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static Color hex(uint32_t p_hex);
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static Color html(const String& p_color);
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static bool html_is_valid(const String& p_color);
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String to_html(bool p_alpha=true) const;
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_FORCE_INLINE_ bool operator<(const Color& p_color) const; //used in set keys
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operator String() const;
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/**
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* No construct parameters, r=0, g=0, b=0. a=255
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*/
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_FORCE_INLINE_ Color() {
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r=0; g=0; b=0; a=1.0;
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}
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/**
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* RGB / RGBA construct parameters. Alpha is optional, but defaults to 1.0
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*/
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_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; }
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};
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bool Color::operator<(const Color& p_color) const {
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if (r==p_color.r) {
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if (g==p_color.g) {
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if(b==p_color.b) {
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return (a<p_color.a);
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} else
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return (b<p_color.b);
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} else
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return g<p_color.g;
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} else
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return r<p_color.r;
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}
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#endif
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