color.hpp 9.3 KB

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  1. /*************************************************************************/
  2. /* color.hpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 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 GODOT_COLOR_HPP
  31. #define GODOT_COLOR_HPP
  32. #include <godot_cpp/core/math.hpp>
  33. namespace godot {
  34. class String;
  35. struct _NO_DISCARD_ Color {
  36. union {
  37. struct {
  38. float r;
  39. float g;
  40. float b;
  41. float a;
  42. };
  43. float components[4] = { 0, 0, 0, 1.0 };
  44. };
  45. uint32_t to_rgba32() const;
  46. uint32_t to_argb32() const;
  47. uint32_t to_abgr32() const;
  48. uint64_t to_rgba64() const;
  49. uint64_t to_argb64() const;
  50. uint64_t to_abgr64() const;
  51. float get_h() const;
  52. float get_s() const;
  53. float get_v() const;
  54. void set_hsv(float p_h, float p_s, float p_v, float p_alpha = 1.0);
  55. inline float &operator[](int p_idx) {
  56. return components[p_idx];
  57. }
  58. inline const float &operator[](int p_idx) const {
  59. return components[p_idx];
  60. }
  61. bool operator==(const Color &p_color) const {
  62. return (r == p_color.r && g == p_color.g && b == p_color.b && a == p_color.a);
  63. }
  64. bool operator!=(const Color &p_color) const {
  65. return (r != p_color.r || g != p_color.g || b != p_color.b || a != p_color.a);
  66. }
  67. Color operator+(const Color &p_color) const;
  68. void operator+=(const Color &p_color);
  69. Color operator-() const;
  70. Color operator-(const Color &p_color) const;
  71. void operator-=(const Color &p_color);
  72. Color operator*(const Color &p_color) const;
  73. Color operator*(float p_scalar) const;
  74. void operator*=(const Color &p_color);
  75. void operator*=(float p_scalar);
  76. Color operator/(const Color &p_color) const;
  77. Color operator/(float p_scalar) const;
  78. void operator/=(const Color &p_color);
  79. void operator/=(float p_scalar);
  80. bool is_equal_approx(const Color &p_color) const;
  81. void invert();
  82. Color inverted() const;
  83. inline Color lerp(const Color &p_to, float p_weight) const {
  84. Color res = *this;
  85. res.r += (p_weight * (p_to.r - r));
  86. res.g += (p_weight * (p_to.g - g));
  87. res.b += (p_weight * (p_to.b - b));
  88. res.a += (p_weight * (p_to.a - a));
  89. return res;
  90. }
  91. inline Color darkened(float p_amount) const {
  92. Color res = *this;
  93. res.r = res.r * (1.0f - p_amount);
  94. res.g = res.g * (1.0f - p_amount);
  95. res.b = res.b * (1.0f - p_amount);
  96. return res;
  97. }
  98. inline Color lightened(float p_amount) const {
  99. Color res = *this;
  100. res.r = res.r + (1.0f - res.r) * p_amount;
  101. res.g = res.g + (1.0f - res.g) * p_amount;
  102. res.b = res.b + (1.0f - res.b) * p_amount;
  103. return res;
  104. }
  105. inline uint32_t to_rgbe9995() const {
  106. const float pow2to9 = 512.0f;
  107. const float B = 15.0f;
  108. const float N = 9.0f;
  109. float sharedexp = 65408.000f; // Result of: ((pow2to9 - 1.0f) / pow2to9) * powf(2.0f, 31.0f - 15.0f)
  110. float cRed = Math::max(0.0f, Math::min(sharedexp, r));
  111. float cGreen = Math::max(0.0f, Math::min(sharedexp, g));
  112. float cBlue = Math::max(0.0f, Math::min(sharedexp, b));
  113. float cMax = Math::max(cRed, Math::max(cGreen, cBlue));
  114. float expp = Math::max(-B - 1.0f, Math::floor(Math::log(cMax) / (float)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. 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. inline Color srgb_to_linear() const {
  139. return Color(
  140. r < 0.04045 ? r * (1.0 / 12.92) : Math::pow((r + 0.055f) * (1.0 / (1.0 + 0.055)), 2.4),
  141. g < 0.04045 ? g * (1.0 / 12.92) : Math::pow((g + 0.055f) * (1.0 / (1.0 + 0.055)), 2.4),
  142. b < 0.04045 ? b * (1.0 / 12.92) : Math::pow((b + 0.055f) * (1.0 / (1.0 + 0.055)), 2.4),
  143. a);
  144. }
  145. inline Color linear_to_srgb() const {
  146. return Color(
  147. r < 0.0031308f ? 12.92f * r : (1.0f + 0.055f) * Math::pow(r, 1.0f / 2.4f) - 0.055f,
  148. g < 0.0031308f ? 12.92f * g : (1.0f + 0.055f) * Math::pow(g, 1.0f / 2.4f) - 0.055f,
  149. b < 0.0031308f ? 12.92f * b : (1.0f + 0.055f) * Math::pow(b, 1.0f / 2.4f) - 0.055f, 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_rgba);
  154. static bool html_is_valid(const String &p_color);
  155. static Color named(const String &p_name);
  156. static Color named(const String &p_name, const Color &p_default);
  157. static int find_named_color(const String &p_name);
  158. static int get_named_color_count();
  159. static String get_named_color_name(int p_idx);
  160. static Color get_named_color(int p_idx);
  161. static Color from_string(const String &p_string, const Color &p_default);
  162. String to_html(bool p_alpha = true) const;
  163. static Color from_hsv(float p_h, float p_s, float p_v, float p_a);
  164. static Color from_rgbe9995(uint32_t p_rgbe);
  165. inline bool operator<(const Color &p_color) const; // used in set keys
  166. operator String() const;
  167. // For the binder.
  168. inline void set_r8(int32_t r8) { r = (Math::clamp(r8, 0, 255) / 255.0); }
  169. inline int32_t get_r8() const { return int32_t(Math::clamp(r * 255.0, 0.0, 255.0)); }
  170. inline void set_g8(int32_t g8) { g = (Math::clamp(g8, 0, 255) / 255.0); }
  171. inline int32_t get_g8() const { return int32_t(Math::clamp(g * 255.0, 0.0, 255.0)); }
  172. inline void set_b8(int32_t b8) { b = (Math::clamp(b8, 0, 255) / 255.0); }
  173. inline int32_t get_b8() const { return int32_t(Math::clamp(b * 255.0, 0.0, 255.0)); }
  174. inline void set_a8(int32_t a8) { a = (Math::clamp(a8, 0, 255) / 255.0); }
  175. inline int32_t get_a8() const { return int32_t(Math::clamp(a * 255.0, 0.0, 255.0)); }
  176. inline void set_h(float p_h) { set_hsv(p_h, get_s(), get_v()); }
  177. inline void set_s(float p_s) { set_hsv(get_h(), p_s, get_v()); }
  178. inline void set_v(float p_v) { set_hsv(get_h(), get_s(), p_v); }
  179. inline Color() {}
  180. /**
  181. * RGBA construct parameters.
  182. * Alpha is not optional as otherwise we can't bind the RGB version for scripting.
  183. */
  184. inline Color(float p_r, float p_g, float p_b, float p_a) {
  185. r = p_r;
  186. g = p_g;
  187. b = p_b;
  188. a = p_a;
  189. }
  190. /**
  191. * RGB construct parameters.
  192. */
  193. inline Color(float p_r, float p_g, float p_b) {
  194. r = p_r;
  195. g = p_g;
  196. b = p_b;
  197. a = 1.0;
  198. }
  199. /**
  200. * Construct a Color from another Color, but with the specified alpha value.
  201. */
  202. inline Color(const Color &p_c, float p_a) {
  203. r = p_c.r;
  204. g = p_c.g;
  205. b = p_c.b;
  206. a = p_a;
  207. }
  208. Color(const String &p_code) {
  209. if (html_is_valid(p_code)) {
  210. *this = html(p_code);
  211. } else {
  212. *this = named(p_code);
  213. }
  214. }
  215. Color(const String &p_code, float p_a) {
  216. *this = Color(p_code);
  217. a = p_a;
  218. }
  219. };
  220. bool Color::operator<(const Color &p_color) const {
  221. if (r == p_color.r) {
  222. if (g == p_color.g) {
  223. if (b == p_color.b) {
  224. return (a < p_color.a);
  225. } else {
  226. return (b < p_color.b);
  227. }
  228. } else {
  229. return g < p_color.g;
  230. }
  231. } else {
  232. return r < p_color.r;
  233. }
  234. }
  235. inline Color operator*(float p_scalar, const Color &p_color) {
  236. return p_color * p_scalar;
  237. }
  238. } // namespace godot
  239. #endif // GODOT_COLOR_HPP