color.h 7.6 KB

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  1. /*************************************************************************/
  2. /* color.h */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #ifndef COLOR_H
  31. #define COLOR_H
  32. #include "core/math/math_funcs.h"
  33. #include "core/ustring.h"
  34. struct Color {
  35. union {
  36. struct {
  37. float r;
  38. float g;
  39. float b;
  40. float a;
  41. };
  42. float components[4];
  43. };
  44. bool operator==(const Color &p_color) const { return (r == p_color.r && g == p_color.g && b == p_color.b && a == p_color.a); }
  45. bool operator!=(const Color &p_color) const { return (r != p_color.r || g != p_color.g || b != p_color.b || a != p_color.a); }
  46. uint32_t to_rgba32() const;
  47. uint32_t to_argb32() const;
  48. uint32_t to_abgr32() const;
  49. uint64_t to_rgba64() const;
  50. uint64_t to_argb64() const;
  51. uint64_t to_abgr64() const;
  52. float gray() const;
  53. float get_h() const;
  54. float get_s() const;
  55. float get_v() const;
  56. void set_hsv(float p_h, float p_s, float p_v, float p_alpha = 1.0);
  57. _FORCE_INLINE_ float &operator[](int idx) {
  58. return components[idx];
  59. }
  60. _FORCE_INLINE_ const float &operator[](int idx) const {
  61. return components[idx];
  62. }
  63. Color operator+(const Color &p_color) const;
  64. void operator+=(const Color &p_color);
  65. Color operator-() const;
  66. Color operator-(const Color &p_color) const;
  67. void operator-=(const Color &p_color);
  68. Color operator*(const Color &p_color) const;
  69. Color operator*(const real_t &rvalue) const;
  70. void operator*=(const Color &p_color);
  71. void operator*=(const real_t &rvalue);
  72. Color operator/(const Color &p_color) const;
  73. Color operator/(const real_t &rvalue) const;
  74. void operator/=(const Color &p_color);
  75. void operator/=(const real_t &rvalue);
  76. bool is_equal_approx(const Color &p_color) const;
  77. void invert();
  78. void contrast();
  79. Color inverted() const;
  80. Color contrasted() const;
  81. _FORCE_INLINE_ Color linear_interpolate(const Color &p_b, float p_t) const {
  82. Color res = *this;
  83. res.r += (p_t * (p_b.r - r));
  84. res.g += (p_t * (p_b.g - g));
  85. res.b += (p_t * (p_b.b - b));
  86. res.a += (p_t * (p_b.a - a));
  87. return res;
  88. }
  89. _FORCE_INLINE_ Color darkened(float p_amount) const {
  90. Color res = *this;
  91. res.r = res.r * (1.0f - p_amount);
  92. res.g = res.g * (1.0f - p_amount);
  93. res.b = res.b * (1.0f - p_amount);
  94. return res;
  95. }
  96. _FORCE_INLINE_ Color lightened(float p_amount) const {
  97. Color res = *this;
  98. res.r = res.r + (1.0f - res.r) * p_amount;
  99. res.g = res.g + (1.0f - res.g) * p_amount;
  100. res.b = res.b + (1.0f - res.b) * p_amount;
  101. return res;
  102. }
  103. _FORCE_INLINE_ uint32_t to_rgbe9995() const {
  104. const float pow2to9 = 512.0f;
  105. const float B = 15.0f;
  106. //const float Emax = 31.0f;
  107. const float N = 9.0f;
  108. float sharedexp = 65408.000f; //(( pow2to9 - 1.0f)/ pow2to9)*powf( 2.0f, 31.0f - 15.0f);
  109. float cRed = MAX(0.0f, MIN(sharedexp, r));
  110. float cGreen = MAX(0.0f, MIN(sharedexp, g));
  111. float cBlue = MAX(0.0f, MIN(sharedexp, b));
  112. float cMax = MAX(cRed, MAX(cGreen, cBlue));
  113. // expp = MAX(-B - 1, log2(maxc)) + 1 + B
  114. float expp = MAX(-B - 1.0f, floor(Math::log(cMax) / Math_LN2)) + 1.0f + B;
  115. float sMax = (float)floor((cMax / Math::pow(2.0f, expp - B - N)) + 0.5f);
  116. float exps = expp + 1.0f;
  117. if (0.0 <= sMax && sMax < pow2to9) {
  118. exps = expp;
  119. }
  120. float sRed = Math::floor((cRed / pow(2.0f, exps - B - N)) + 0.5f);
  121. float sGreen = Math::floor((cGreen / pow(2.0f, exps - B - N)) + 0.5f);
  122. float sBlue = Math::floor((cBlue / pow(2.0f, exps - B - N)) + 0.5f);
  123. 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);
  124. }
  125. _FORCE_INLINE_ Color blend(const Color &p_over) const {
  126. Color res;
  127. float sa = 1.0 - p_over.a;
  128. res.a = a * sa + p_over.a;
  129. if (res.a == 0) {
  130. return Color(0, 0, 0, 0);
  131. } else {
  132. res.r = (r * a * sa + p_over.r * p_over.a) / res.a;
  133. res.g = (g * a * sa + p_over.g * p_over.a) / res.a;
  134. res.b = (b * a * sa + p_over.b * p_over.a) / res.a;
  135. }
  136. return res;
  137. }
  138. _FORCE_INLINE_ Color to_linear() const {
  139. return Color(
  140. r < 0.04045 ? r * (1.0 / 12.92) : Math::pow((r + 0.055) * (1.0 / (1 + 0.055)), 2.4),
  141. g < 0.04045 ? g * (1.0 / 12.92) : Math::pow((g + 0.055) * (1.0 / (1 + 0.055)), 2.4),
  142. b < 0.04045 ? b * (1.0 / 12.92) : Math::pow((b + 0.055) * (1.0 / (1 + 0.055)), 2.4),
  143. a);
  144. }
  145. _FORCE_INLINE_ Color to_srgb() const {
  146. return Color(
  147. r < 0.0031308 ? 12.92 * r : (1.0 + 0.055) * Math::pow(r, 1.0f / 2.4f) - 0.055,
  148. g < 0.0031308 ? 12.92 * g : (1.0 + 0.055) * Math::pow(g, 1.0f / 2.4f) - 0.055,
  149. b < 0.0031308 ? 12.92 * b : (1.0 + 0.055) * Math::pow(b, 1.0f / 2.4f) - 0.055, a);
  150. }
  151. static Color hex(uint32_t p_hex);
  152. static Color hex64(uint64_t p_hex);
  153. static Color html(const String &p_color);
  154. static bool html_is_valid(const String &p_color);
  155. static Color named(const String &p_name);
  156. String to_html(bool p_alpha = true) const;
  157. Color from_hsv(float p_h, float p_s, float p_v, float p_a) const;
  158. static Color from_rgbe9995(uint32_t p_rgbe);
  159. _FORCE_INLINE_ bool operator<(const Color &p_color) const; //used in set keys
  160. operator String() const;
  161. /**
  162. * No construct parameters, r=0, g=0, b=0. a=255
  163. */
  164. _FORCE_INLINE_ Color() {
  165. r = 0;
  166. g = 0;
  167. b = 0;
  168. a = 1.0;
  169. }
  170. /**
  171. * RGB / RGBA construct parameters. Alpha is optional, but defaults to 1.0
  172. */
  173. _FORCE_INLINE_ Color(float p_r, float p_g, float p_b, float p_a = 1.0) {
  174. r = p_r;
  175. g = p_g;
  176. b = p_b;
  177. a = p_a;
  178. }
  179. };
  180. bool Color::operator<(const Color &p_color) const {
  181. if (r == p_color.r) {
  182. if (g == p_color.g) {
  183. if (b == p_color.b) {
  184. return (a < p_color.a);
  185. } else
  186. return (b < p_color.b);
  187. } else
  188. return g < p_color.g;
  189. } else
  190. return r < p_color.r;
  191. }
  192. #endif