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- // Copyright (C) 2002-2012 Nikolaus Gebhardt
- // This file is part of the "Irrlicht Engine".
- // For conditions of distribution and use, see copyright notice in irrlicht.h
- #ifndef __COLOR_H_INCLUDED__
- #define __COLOR_H_INCLUDED__
- #include "irrTypes.h"
- #include "irrMath.h"
- namespace irr
- {
- namespace video
- {
- //! An enum for the color format of textures used by the Irrlicht Engine.
- /** A color format specifies how color information is stored.
- NOTE: Byte order in memory is usually flipped (it's probably correct in bitmap files, but flipped on reading).
- So for example ECF_A8R8G8B8 is BGRA in memory same as in DX9's D3DFMT_A8R8G8B8 format.
- */
- enum ECOLOR_FORMAT
- {
- //! 16 bit color format used by the software driver.
- /** It is thus preferred by all other irrlicht engine video drivers.
- There are 5 bits for every color component, and a single bit is left
- for alpha information. */
- ECF_A1R5G5B5 = 0,
- //! Standard 16 bit color format.
- ECF_R5G6B5,
- //! 24 bit color, no alpha channel, but 8 bit for red, green and blue.
- //! Warning: 24 bit formats tend to be badly supported. Depending on driver it's usually converted to another
- // format or even not working at all. It's mostly better to use 16-bit or 32-bit formats.
- ECF_R8G8B8,
- //! Default 32 bit color format. 8 bits are used for every component: red, green, blue and alpha.
- //! Warning: This tends to be BGRA in memory (it's ARGB on file, but with usual big-endian memory it's flipped)
- ECF_A8R8G8B8,
- /** Compressed image formats. **/
- //! DXT1 color format.
- ECF_DXT1,
- //! DXT2 color format.
- ECF_DXT2,
- //! DXT3 color format.
- ECF_DXT3,
- //! DXT4 color format.
- ECF_DXT4,
- //! DXT5 color format.
- ECF_DXT5,
- //! PVRTC RGB 2bpp.
- ECF_PVRTC_RGB2,
- //! PVRTC ARGB 2bpp.
- ECF_PVRTC_ARGB2,
- //! PVRTC RGB 4bpp.
- ECF_PVRTC_RGB4,
- //! PVRTC ARGB 4bpp.
- ECF_PVRTC_ARGB4,
- //! PVRTC2 ARGB 2bpp.
- ECF_PVRTC2_ARGB2,
- //! PVRTC2 ARGB 4bpp.
- ECF_PVRTC2_ARGB4,
- //! ETC1 RGB.
- ECF_ETC1,
- //! ETC2 RGB.
- ECF_ETC2_RGB,
- //! ETC2 ARGB.
- ECF_ETC2_ARGB,
- /** The following formats may only be used for render target textures. */
- /** Floating point formats. */
- //! 16 bit format using 16 bits for the red channel.
- ECF_R16F,
- //! 32 bit format using 16 bits for the red and green channels.
- ECF_G16R16F,
- //! 64 bit format using 16 bits for the red, green, blue and alpha channels.
- ECF_A16B16G16R16F,
- //! 32 bit format using 32 bits for the red channel.
- ECF_R32F,
- //! 64 bit format using 32 bits for the red and green channels.
- ECF_G32R32F,
- //! 128 bit format using 32 bits for the red, green, blue and alpha channels.
- ECF_A32B32G32R32F,
- /** Unsigned normalized integer formats. */
- //! 8 bit format using 8 bits for the red channel.
- ECF_R8,
- //! 16 bit format using 8 bits for the red and green channels.
- ECF_R8G8,
- //! 16 bit format using 16 bits for the red channel.
- ECF_R16,
- //! 32 bit format using 16 bits for the red and green channels.
- ECF_R16G16,
- /** Depth and stencil formats. */
- //! 16 bit format using 16 bits for depth.
- ECF_D16,
- //! 32 bit format using 32 bits for depth.
- ECF_D32,
- //! 32 bit format using 24 bits for depth and 8 bits for stencil.
- ECF_D24S8,
- //! Unknown color format:
- ECF_UNKNOWN
- };
- //! Names for ECOLOR_FORMAT types
- const c8* const ColorFormatNames[ECF_UNKNOWN+2] =
- {
- "A1R5G5B5",
- "R5G6B5",
- "R8G8B8",
- "A8R8G8B8",
- "DXT1",
- "DXT2",
- "DXT3",
- "DXT4",
- "DXT5",
- "PVRTC_RGB2",
- "PVRTC_ARGB2",
- "PVRTC_RGB4",
- "PVRTC_ARGB4",
- "PVRTC2_ARGB2",
- "PVRTC2_ARGB4",
- "ETC1",
- "ETC2_RGB",
- "ETC2_ARGB",
- "R16F",
- "G16R16F",
- "A16B16G16R16F",
- "R32F",
- "G32R32F",
- "A32B32G32R32F",
- "R8",
- "R8G8",
- "R16",
- "R16G16",
- "D16",
- "D32",
- "D24S8",
- "UNKNOWN",
- 0
- };
- //! Creates a 16 bit A1R5G5B5 color
- inline u16 RGBA16(u32 r, u32 g, u32 b, u32 a=0xFF)
- {
- return (u16)((a & 0x80) << 8 |
- (r & 0xF8) << 7 |
- (g & 0xF8) << 2 |
- (b & 0xF8) >> 3);
- }
- //! Creates a 16 bit A1R5G5B5 color
- inline u16 RGB16(u32 r, u32 g, u32 b)
- {
- return RGBA16(r,g,b);
- }
- //! Creates a 16bit A1R5G5B5 color, based on 16bit input values
- inline u16 RGB16from16(u16 r, u16 g, u16 b)
- {
- return (0x8000 |
- (r & 0x1F) << 10 |
- (g & 0x1F) << 5 |
- (b & 0x1F));
- }
- //! Converts a 32bit (X8R8G8B8) color to a 16bit A1R5G5B5 color
- inline u16 X8R8G8B8toA1R5G5B5(u32 color)
- {
- return (u16)(0x8000 |
- ( color & 0x00F80000) >> 9 |
- ( color & 0x0000F800) >> 6 |
- ( color & 0x000000F8) >> 3);
- }
- //! Converts a 32bit (A8R8G8B8) color to a 16bit A1R5G5B5 color
- inline u16 A8R8G8B8toA1R5G5B5(u32 color)
- {
- return (u16)(( color & 0x80000000) >> 16|
- ( color & 0x00F80000) >> 9 |
- ( color & 0x0000F800) >> 6 |
- ( color & 0x000000F8) >> 3);
- }
- //! Converts a 32bit (A8R8G8B8) color to a 16bit R5G6B5 color
- inline u16 A8R8G8B8toR5G6B5(u32 color)
- {
- return (u16)(( color & 0x00F80000) >> 8 |
- ( color & 0x0000FC00) >> 5 |
- ( color & 0x000000F8) >> 3);
- }
- //! Convert A8R8G8B8 Color from A1R5G5B5 color
- /** build a nicer 32bit Color by extending dest lower bits with source high bits. */
- inline u32 A1R5G5B5toA8R8G8B8(u16 color)
- {
- return ( (( -( (s32) color & 0x00008000 ) >> (s32) 31 ) & 0xFF000000 ) |
- (( color & 0x00007C00 ) << 9) | (( color & 0x00007000 ) << 4) |
- (( color & 0x000003E0 ) << 6) | (( color & 0x00000380 ) << 1) |
- (( color & 0x0000001F ) << 3) | (( color & 0x0000001C ) >> 2)
- );
- }
- //! Returns A8R8G8B8 Color from R5G6B5 color
- inline u32 R5G6B5toA8R8G8B8(u16 color)
- {
- return 0xFF000000 |
- ((color & 0xF800) << 8)|
- ((color & 0x07E0) << 5)|
- ((color & 0x001F) << 3);
- }
- //! Returns A1R5G5B5 Color from R5G6B5 color
- inline u16 R5G6B5toA1R5G5B5(u16 color)
- {
- return 0x8000 | (((color & 0xFFC0) >> 1) | (color & 0x1F));
- }
- //! Returns R5G6B5 Color from A1R5G5B5 color
- inline u16 A1R5G5B5toR5G6B5(u16 color)
- {
- return (((color & 0x7FE0) << 1) | (color & 0x1F));
- }
- //! Returns the alpha component from A1R5G5B5 color
- /** In Irrlicht, alpha refers to opacity.
- \return The alpha value of the color. 0 is transparent, 1 is opaque. */
- inline u32 getAlpha(u16 color)
- {
- return ((color >> 15)&0x1);
- }
- //! Returns the red component from A1R5G5B5 color.
- /** Shift left by 3 to get 8 bit value. */
- inline u32 getRed(u16 color)
- {
- return ((color >> 10)&0x1F);
- }
- //! Returns the green component from A1R5G5B5 color
- /** Shift left by 3 to get 8 bit value. */
- inline u32 getGreen(u16 color)
- {
- return ((color >> 5)&0x1F);
- }
- //! Returns the blue component from A1R5G5B5 color
- /** Shift left by 3 to get 8 bit value. */
- inline u32 getBlue(u16 color)
- {
- return (color & 0x1F);
- }
- //! Returns the average from a 16 bit A1R5G5B5 color
- inline s32 getAverage(s16 color)
- {
- return ((getRed(color)<<3) + (getGreen(color)<<3) + (getBlue(color)<<3)) / 3;
- }
- //! Class representing a 32 bit ARGB color.
- /** The color values for alpha, red, green, and blue are
- stored in a single u32. So all four values may be between 0 and 255.
- Alpha in Irrlicht is opacity, so 0 is fully transparent, 255 is fully opaque (solid).
- This class is used by most parts of the Irrlicht Engine
- to specify a color. Another way is using the class SColorf, which
- stores the color values in 4 floats.
- This class must consist of only one u32 and must not use virtual functions.
- */
- class SColor
- {
- public:
- //! Constructor of the Color. Does nothing.
- /** The color value is not initialized to save time. */
- SColor() {}
- //! Constructs the color from 4 values representing the alpha, red, green and blue component.
- /** Must be values between 0 and 255. */
- SColor (u32 a, u32 r, u32 g, u32 b)
- : color(((a & 0xff)<<24) | ((r & 0xff)<<16) | ((g & 0xff)<<8) | (b & 0xff)) {}
- //! Constructs the color from a 32 bit value. Could be another color.
- SColor(u32 clr)
- : color(clr) {}
- //! Returns the alpha component of the color.
- /** The alpha component defines how opaque a color is.
- \return The alpha value of the color. 0 is fully transparent, 255 is fully opaque. */
- u32 getAlpha() const { return color>>24; }
- //! Returns the red component of the color.
- /** \return Value between 0 and 255, specifying how red the color is.
- 0 means no red, 255 means full red. */
- u32 getRed() const { return (color>>16) & 0xff; }
- //! Returns the green component of the color.
- /** \return Value between 0 and 255, specifying how green the color is.
- 0 means no green, 255 means full green. */
- u32 getGreen() const { return (color>>8) & 0xff; }
- //! Returns the blue component of the color.
- /** \return Value between 0 and 255, specifying how blue the color is.
- 0 means no blue, 255 means full blue. */
- u32 getBlue() const { return color & 0xff; }
- //! Get lightness of the color in the range [0,255]
- f32 getLightness() const
- {
- return 0.5f*(core::max_(core::max_(getRed(),getGreen()),getBlue())+core::min_(core::min_(getRed(),getGreen()),getBlue()));
- }
- //! Get luminance of the color in the range [0,255].
- f32 getLuminance() const
- {
- return 0.3f*getRed() + 0.59f*getGreen() + 0.11f*getBlue();
- }
- //! Get average intensity of the color in the range [0,255].
- u32 getAverage() const
- {
- return ( getRed() + getGreen() + getBlue() ) / 3;
- }
- //! Sets the alpha component of the Color.
- /** The alpha component defines how transparent a color should be.
- \param a The alpha value of the color. 0 is fully transparent, 255 is fully opaque. */
- void setAlpha(u32 a) { color = ((a & 0xff)<<24) | (color & 0x00ffffff); }
- //! Sets the red component of the Color.
- /** \param r: Has to be a value between 0 and 255.
- 0 means no red, 255 means full red. */
- void setRed(u32 r) { color = ((r & 0xff)<<16) | (color & 0xff00ffff); }
- //! Sets the green component of the Color.
- /** \param g: Has to be a value between 0 and 255.
- 0 means no green, 255 means full green. */
- void setGreen(u32 g) { color = ((g & 0xff)<<8) | (color & 0xffff00ff); }
- //! Sets the blue component of the Color.
- /** \param b: Has to be a value between 0 and 255.
- 0 means no blue, 255 means full blue. */
- void setBlue(u32 b) { color = (b & 0xff) | (color & 0xffffff00); }
- //! Calculates a 16 bit A1R5G5B5 value of this color.
- /** \return 16 bit A1R5G5B5 value of this color. */
- u16 toA1R5G5B5() const { return A8R8G8B8toA1R5G5B5(color); }
- //! Converts color to OpenGL color format
- /** From ARGB to RGBA in 4 byte components for endian aware
- passing to OpenGL
- \param dest: address where the 4x8 bit OpenGL color is stored. */
- void toOpenGLColor(u8* dest) const
- {
- *dest = (u8)getRed();
- *++dest = (u8)getGreen();
- *++dest = (u8)getBlue();
- *++dest = (u8)getAlpha();
- }
- //! Sets all four components of the color at once.
- /** Constructs the color from 4 values representing the alpha,
- red, green and blue components of the color. Must be values
- between 0 and 255.
- \param a: Alpha component of the color. The alpha component
- defines how transparent a color should be. Has to be a value
- between 0 and 255. 255 means not transparent (opaque), 0 means
- fully transparent.
- \param r: Sets the red component of the Color. Has to be a
- value between 0 and 255. 0 means no red, 255 means full red.
- \param g: Sets the green component of the Color. Has to be a
- value between 0 and 255. 0 means no green, 255 means full
- green.
- \param b: Sets the blue component of the Color. Has to be a
- value between 0 and 255. 0 means no blue, 255 means full blue. */
- void set(u32 a, u32 r, u32 g, u32 b)
- {
- color = (((a & 0xff)<<24) | ((r & 0xff)<<16) | ((g & 0xff)<<8) | (b & 0xff));
- }
- void set(u32 col) { color = col; }
- //! Compares the color to another color.
- /** \return True if the colors are the same, and false if not. */
- bool operator==(const SColor& other) const { return other.color == color; }
- //! Compares the color to another color.
- /** \return True if the colors are different, and false if they are the same. */
- bool operator!=(const SColor& other) const { return other.color != color; }
- //! comparison operator
- /** \return True if this color is smaller than the other one */
- bool operator<(const SColor& other) const { return (color < other.color); }
- //! Adds two colors, result is clamped to 0..255 values
- /** \param other Color to add to this color
- \return Addition of the two colors, clamped to 0..255 values */
- SColor operator+(const SColor& other) const
- {
- return SColor(core::min_(getAlpha() + other.getAlpha(), 255u),
- core::min_(getRed() + other.getRed(), 255u),
- core::min_(getGreen() + other.getGreen(), 255u),
- core::min_(getBlue() + other.getBlue(), 255u));
- }
- //! Interpolates the color with a f32 value to another color
- /** \param other: Other color
- \param d: value between 0.0f and 1.0f. d=0 returns other, d=1 returns this, values between interpolate.
- \return Interpolated color. */
- SColor getInterpolated(const SColor &other, f32 d) const
- {
- d = core::clamp(d, 0.f, 1.f);
- const f32 inv = 1.0f - d;
- return SColor((u32)core::round32(other.getAlpha()*inv + getAlpha()*d),
- (u32)core::round32(other.getRed()*inv + getRed()*d),
- (u32)core::round32(other.getGreen()*inv + getGreen()*d),
- (u32)core::round32(other.getBlue()*inv + getBlue()*d));
- }
- //! Returns interpolated color. ( quadratic )
- /** \param c1: first color to interpolate with
- \param c2: second color to interpolate with
- \param d: value between 0.0f and 1.0f. */
- SColor getInterpolated_quadratic(const SColor& c1, const SColor& c2, f32 d) const
- {
- // this*(1-d)*(1-d) + 2 * c1 * (1-d) + c2 * d * d;
- d = core::clamp(d, 0.f, 1.f);
- const f32 inv = 1.f - d;
- const f32 mul0 = inv * inv;
- const f32 mul1 = 2.f * d * inv;
- const f32 mul2 = d * d;
- return SColor(
- core::clamp( core::floor32(
- getAlpha() * mul0 + c1.getAlpha() * mul1 + c2.getAlpha() * mul2 ), 0, 255 ),
- core::clamp( core::floor32(
- getRed() * mul0 + c1.getRed() * mul1 + c2.getRed() * mul2 ), 0, 255 ),
- core::clamp ( core::floor32(
- getGreen() * mul0 + c1.getGreen() * mul1 + c2.getGreen() * mul2 ), 0, 255 ),
- core::clamp ( core::floor32(
- getBlue() * mul0 + c1.getBlue() * mul1 + c2.getBlue() * mul2 ), 0, 255 ));
- }
- //! set the color by expecting data in the given format
- /** \param data: must point to valid memory containing color information in the given format
- \param format: tells the format in which data is available
- */
- void setData(const void *data, ECOLOR_FORMAT format)
- {
- switch (format)
- {
- case ECF_A1R5G5B5:
- color = A1R5G5B5toA8R8G8B8(*(u16*)data);
- break;
- case ECF_R5G6B5:
- color = R5G6B5toA8R8G8B8(*(u16*)data);
- break;
- case ECF_A8R8G8B8:
- color = *(u32*)data;
- break;
- case ECF_R8G8B8:
- {
- const u8* p = (u8*)data;
- set(255, p[0],p[1],p[2]);
- }
- break;
- default:
- color = 0xffffffff;
- break;
- }
- }
- //! Write the color to data in the defined format
- /** \param data: target to write the color. Must contain sufficiently large memory to receive the number of bytes neede for format
- \param format: tells the format used to write the color into data
- */
- void getData(void *data, ECOLOR_FORMAT format) const
- {
- switch(format)
- {
- case ECF_A1R5G5B5:
- {
- u16 * dest = (u16*)data;
- *dest = video::A8R8G8B8toA1R5G5B5( color );
- }
- break;
- case ECF_R5G6B5:
- {
- u16 * dest = (u16*)data;
- *dest = video::A8R8G8B8toR5G6B5( color );
- }
- break;
- case ECF_R8G8B8:
- {
- u8* dest = (u8*)data;
- dest[0] = (u8)getRed();
- dest[1] = (u8)getGreen();
- dest[2] = (u8)getBlue();
- }
- break;
- case ECF_A8R8G8B8:
- {
- u32 * dest = (u32*)data;
- *dest = color;
- }
- break;
- default:
- break;
- }
- }
- //! color in A8R8G8B8 Format
- u32 color;
- };
- //! Class representing a color with four floats.
- /** The color values for red, green, blue
- and alpha are each stored in a 32 bit floating point variable.
- So all four values may be between 0.0f and 1.0f.
- Another, faster way to define colors is using the class SColor, which
- stores the color values in a single 32 bit integer.
- */
- class SColorf
- {
- public:
- //! Default constructor for SColorf.
- /** Sets red, green and blue to 0.0f and alpha to 1.0f. */
- SColorf() : r(0.0f), g(0.0f), b(0.0f), a(1.0f) {}
- //! Constructs a color from up to four color values: red, green, blue, and alpha.
- /** \param r: Red color component. Should be a value between
- 0.0f meaning no red and 1.0f, meaning full red.
- \param g: Green color component. Should be a value between 0.0f
- meaning no green and 1.0f, meaning full green.
- \param b: Blue color component. Should be a value between 0.0f
- meaning no blue and 1.0f, meaning full blue.
- \param a: Alpha color component of the color. The alpha
- component defines how transparent a color should be. Has to be
- a value between 0.0f and 1.0f, 1.0f means not transparent
- (opaque), 0.0f means fully transparent. */
- SColorf(f32 r, f32 g, f32 b, f32 a = 1.0f) : r(r), g(g), b(b), a(a) {}
- //! Constructs a color from 32 bit Color.
- /** \param c: 32 bit color from which this SColorf class is
- constructed from. */
- SColorf(SColor c)
- {
- const f32 inv = 1.0f / 255.0f;
- r = c.getRed() * inv;
- g = c.getGreen() * inv;
- b = c.getBlue() * inv;
- a = c.getAlpha() * inv;
- }
- //! Converts this color to a SColor without floats.
- SColor toSColor() const
- {
- return SColor((u32)core::round32(a*255.0f), (u32)core::round32(r*255.0f), (u32)core::round32(g*255.0f), (u32)core::round32(b*255.0f));
- }
- //! Sets three color components to new values at once.
- /** \param rr: Red color component. Should be a value between 0.0f meaning
- no red (=black) and 1.0f, meaning full red.
- \param gg: Green color component. Should be a value between 0.0f meaning
- no green (=black) and 1.0f, meaning full green.
- \param bb: Blue color component. Should be a value between 0.0f meaning
- no blue (=black) and 1.0f, meaning full blue. */
- void set(f32 rr, f32 gg, f32 bb) {r = rr; g =gg; b = bb; }
- //! Sets all four color components to new values at once.
- /** \param aa: Alpha component. Should be a value between 0.0f meaning
- fully transparent and 1.0f, meaning opaque.
- \param rr: Red color component. Should be a value between 0.0f meaning
- no red and 1.0f, meaning full red.
- \param gg: Green color component. Should be a value between 0.0f meaning
- no green and 1.0f, meaning full green.
- \param bb: Blue color component. Should be a value between 0.0f meaning
- no blue and 1.0f, meaning full blue. */
- void set(f32 aa, f32 rr, f32 gg, f32 bb) {a = aa; r = rr; g =gg; b = bb; }
- //! Interpolates the color with a f32 value to another color
- /** \param other: Other color
- \param d: value between 0.0f and 1.0f
- \return Interpolated color. */
- SColorf getInterpolated(const SColorf &other, f32 d) const
- {
- d = core::clamp(d, 0.f, 1.f);
- const f32 inv = 1.0f - d;
- return SColorf(other.r*inv + r*d,
- other.g*inv + g*d, other.b*inv + b*d, other.a*inv + a*d);
- }
- //! Returns interpolated color. ( quadratic )
- /** \param c1: first color to interpolate with
- \param c2: second color to interpolate with
- \param d: value between 0.0f and 1.0f. */
- inline SColorf getInterpolated_quadratic(const SColorf& c1, const SColorf& c2,
- f32 d) const
- {
- d = core::clamp(d, 0.f, 1.f);
- // this*(1-d)*(1-d) + 2 * c1 * (1-d) + c2 * d * d;
- const f32 inv = 1.f - d;
- const f32 mul0 = inv * inv;
- const f32 mul1 = 2.f * d * inv;
- const f32 mul2 = d * d;
- return SColorf (r * mul0 + c1.r * mul1 + c2.r * mul2,
- g * mul0 + c1.g * mul1 + c2.g * mul2,
- b * mul0 + c1.b * mul1 + c2.b * mul2,
- a * mul0 + c1.a * mul1 + c2.a * mul2);
- }
- //! Sets a color component by index. R=0, G=1, B=2, A=3
- void setColorComponentValue(s32 index, f32 value)
- {
- switch(index)
- {
- case 0: r = value; break;
- case 1: g = value; break;
- case 2: b = value; break;
- case 3: a = value; break;
- }
- }
- //! Returns the alpha component of the color in the range 0.0 (transparent) to 1.0 (opaque)
- f32 getAlpha() const { return a; }
- //! Returns the red component of the color in the range 0.0 to 1.0
- f32 getRed() const { return r; }
- //! Returns the green component of the color in the range 0.0 to 1.0
- f32 getGreen() const { return g; }
- //! Returns the blue component of the color in the range 0.0 to 1.0
- f32 getBlue() const { return b; }
- //! red color component
- f32 r;
- //! green color component
- f32 g;
- //! blue component
- f32 b;
- //! alpha color component
- f32 a;
- };
- //! Class representing a color in HSL format
- /** The color values for hue, saturation, luminance
- are stored in 32bit floating point variables. Hue is in range [0,360],
- Luminance and Saturation are in percent [0,100]
- */
- class SColorHSL
- {
- public:
- SColorHSL ( f32 h = 0.f, f32 s = 0.f, f32 l = 0.f )
- : Hue ( h ), Saturation ( s ), Luminance ( l ) {}
- void fromRGB(const SColorf &color);
- void toRGB(SColorf &color) const;
- f32 Hue;
- f32 Saturation;
- f32 Luminance;
- private:
- inline f32 toRGB1(f32 rm1, f32 rm2, f32 rh) const;
- };
- inline void SColorHSL::fromRGB(const SColorf &color)
- {
- const f32 maxVal = core::max_(color.getRed(), color.getGreen(), color.getBlue());
- const f32 minVal = (f32)core::min_(color.getRed(), color.getGreen(), color.getBlue());
- Luminance = (maxVal+minVal)*50;
- if (core::equals(maxVal, minVal))
- {
- Hue=0.f;
- Saturation=0.f;
- return;
- }
- const f32 delta = maxVal-minVal;
- if ( Luminance <= 50 )
- {
- Saturation = (delta)/(maxVal+minVal);
- }
- else
- {
- Saturation = (delta)/(2-maxVal-minVal);
- }
- Saturation *= 100;
- if (core::equals(maxVal, color.getRed()))
- Hue = (color.getGreen()-color.getBlue())/delta;
- else if (core::equals(maxVal, color.getGreen()))
- Hue = 2+((color.getBlue()-color.getRed())/delta);
- else // blue is max
- Hue = 4+((color.getRed()-color.getGreen())/delta);
- Hue *= 60.0f;
- while ( Hue < 0.f )
- Hue += 360;
- }
- inline void SColorHSL::toRGB(SColorf &color) const
- {
- const f32 l = Luminance/100;
- if (core::iszero(Saturation)) // grey
- {
- color.set(l, l, l);
- return;
- }
- f32 rm2;
- if ( Luminance <= 50 )
- {
- rm2 = l + l * (Saturation/100);
- }
- else
- {
- rm2 = l + (1 - l) * (Saturation/100);
- }
- const f32 rm1 = 2.0f * l - rm2;
- const f32 h = Hue / 360.0f;
- color.set( toRGB1(rm1, rm2, h + 1.f/3.f),
- toRGB1(rm1, rm2, h),
- toRGB1(rm1, rm2, h - 1.f/3.f)
- );
- }
- // algorithm from Foley/Van-Dam
- inline f32 SColorHSL::toRGB1(f32 rm1, f32 rm2, f32 rh) const
- {
- if (rh<0)
- rh += 1;
- if (rh>1)
- rh -= 1;
- if (rh < 1.f/6.f)
- rm1 = rm1 + (rm2 - rm1) * rh*6.f;
- else if (rh < 0.5f)
- rm1 = rm2;
- else if (rh < 2.f/3.f)
- rm1 = rm1 + (rm2 - rm1) * ((2.f/3.f)-rh)*6.f;
- return rm1;
- }
- } // end namespace video
- } // end namespace irr
- #endif
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