godot/core/color.h
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00

239 lines
7.6 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];
};
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 gray() 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;
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*(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 linear_interpolate(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;
/**
* No construct parameters, r=0, g=0, b=0. a=255
*/
_FORCE_INLINE_ Color() {
r = 0;
g = 0;
b = 0;
a = 1.0;
}
/**
* 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;
}
};
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