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e4213e66b2
Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
233 lines
7.5 KiB
C++
233 lines
7.5 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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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
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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 "math_funcs.h"
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#include "ustring.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_rgba32() const;
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uint32_t to_argb32() const;
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uint32_t to_abgr32() 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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Color operator+(const Color &p_color) const;
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void operator+=(const Color &p_color);
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Color operator-() const;
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Color operator-(const Color &p_color) const;
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void operator-=(const Color &p_color);
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Color operator*(const Color &p_color) const;
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Color operator*(const real_t &rvalue) const;
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void operator*=(const Color &p_color);
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void operator*=(const real_t &rvalue);
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Color operator/(const Color &p_color) const;
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Color operator/(const real_t &rvalue) const;
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void operator/=(const Color &p_color);
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void operator/=(const real_t &rvalue);
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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 darkened(float p_amount) const {
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Color res = *this;
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res.r = CLAMP(res.r * (1.0f - p_amount), 0.0, 1.0);
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res.g = CLAMP(res.g * (1.0f - p_amount), 0.0, 1.0);
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res.b = CLAMP(res.b * (1.0f - p_amount), 0.0, 1.0);
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return res;
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}
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_FORCE_INLINE_ Color lightened(float p_amount) const {
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Color res = *this;
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res.r = CLAMP(res.r + (1.0f - res.r) * p_amount, 0.0, 1.0);
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res.g = CLAMP(res.g + (1.0f - res.g) * p_amount, 0.0, 1.0);
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res.b = CLAMP(res.b + (1.0f - res.b) * p_amount, 0.0, 1.0);
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return res;
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}
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_FORCE_INLINE_ uint32_t to_rgbe9995() const {
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const float pow2to9 = 512.0f;
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const float B = 15.0f;
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//const float Emax = 31.0f;
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const float N = 9.0f;
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float sharedexp = 65408.000f; //(( pow2to9 - 1.0f)/ pow2to9)*powf( 2.0f, 31.0f - 15.0f);
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float cRed = MAX(0.0f, MIN(sharedexp, r));
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float cGreen = MAX(0.0f, MIN(sharedexp, g));
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float cBlue = MAX(0.0f, MIN(sharedexp, b));
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float cMax = MAX(cRed, MAX(cGreen, cBlue));
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// expp = MAX(-B - 1, log2(maxc)) + 1 + B
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float expp = MAX(-B - 1.0f, floor(Math::log(cMax) / Math_LN2)) + 1.0f + B;
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float sMax = (float)floor((cMax / Math::pow(2.0f, expp - B - N)) + 0.5f);
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float exps = expp + 1.0f;
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if (0.0 <= sMax && sMax < pow2to9) {
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exps = expp;
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}
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float sRed = Math::floor((cRed / pow(2.0f, exps - B - N)) + 0.5f);
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float sGreen = Math::floor((cGreen / pow(2.0f, exps - B - N)) + 0.5f);
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float sBlue = Math::floor((cBlue / pow(2.0f, exps - B - N)) + 0.5f);
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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);
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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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_FORCE_INLINE_ Color to_srgb() const {
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return Color(
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r < 0.0031308 ? 12.92 * r : (1.0 + 0.055) * Math::pow(r, 1.0f / 2.4f) - 0.055,
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g < 0.0031308 ? 12.92 * g : (1.0 + 0.055) * Math::pow(g, 1.0f / 2.4f) - 0.055,
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b < 0.0031308 ? 12.92 * b : (1.0 + 0.055) * Math::pow(b, 1.0f / 2.4f) - 0.055, a);
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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;
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g = 0;
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b = 0;
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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) {
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r = p_r;
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g = p_g;
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b = p_b;
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a = p_a;
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}
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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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