That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
(cherry picked from commit c7bc44d5ad
)
148 lines
4.8 KiB
C++
148 lines
4.8 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) 2007-2017 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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static Color named(const String& p_name);
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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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