color.hpp 9.7 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) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  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. #pragma once
  31. #include <godot_cpp/core/math.hpp>
  32. namespace godot {
  33. class String;
  34. struct [[nodiscard]] Color {
  35. union {
  36. struct {
  37. float r;
  38. float g;
  39. float b;
  40. float a;
  41. };
  42. float components[4] = { 0, 0, 0, 1.0 };
  43. };
  44. uint32_t to_rgba32() const;
  45. uint32_t to_argb32() const;
  46. uint32_t to_abgr32() const;
  47. uint64_t to_rgba64() const;
  48. uint64_t to_argb64() const;
  49. uint64_t to_abgr64() const;
  50. String to_html(bool p_alpha = true) 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 = 1.0f);
  55. _FORCE_INLINE_ float &operator[](int p_idx) {
  56. return components[p_idx];
  57. }
  58. _FORCE_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. Color clamp(const Color &p_min = Color(0, 0, 0, 0), const Color &p_max = Color(1, 1, 1, 1)) const;
  82. void invert();
  83. Color inverted() const;
  84. _FORCE_INLINE_ float get_luminance() const {
  85. return 0.2126f * r + 0.7152f * g + 0.0722f * b;
  86. }
  87. _FORCE_INLINE_ Color lerp(const Color &p_to, float p_weight) const {
  88. Color res = *this;
  89. res.r += (p_weight * (p_to.r - r));
  90. res.g += (p_weight * (p_to.g - g));
  91. res.b += (p_weight * (p_to.b - b));
  92. res.a += (p_weight * (p_to.a - a));
  93. return res;
  94. }
  95. _FORCE_INLINE_ Color darkened(float p_amount) const {
  96. Color res = *this;
  97. res.r = res.r * (1.0f - p_amount);
  98. res.g = res.g * (1.0f - p_amount);
  99. res.b = res.b * (1.0f - p_amount);
  100. return res;
  101. }
  102. _FORCE_INLINE_ Color lightened(float p_amount) const {
  103. Color res = *this;
  104. res.r = res.r + (1.0f - res.r) * p_amount;
  105. res.g = res.g + (1.0f - res.g) * p_amount;
  106. res.b = res.b + (1.0f - res.b) * p_amount;
  107. return res;
  108. }
  109. _FORCE_INLINE_ uint32_t to_rgbe9995() const {
  110. const float pow2to9 = 512.0f;
  111. const float B = 15.0f;
  112. const float N = 9.0f;
  113. float sharedexp = 65408.000f; // Result of: ((pow2to9 - 1.0f) / pow2to9) * powf(2.0f, 31.0f - 15.0f)
  114. float cRed = MAX(0.0f, MIN(sharedexp, r));
  115. float cGreen = MAX(0.0f, MIN(sharedexp, g));
  116. float cBlue = MAX(0.0f, MIN(sharedexp, b));
  117. float cMax = MAX(cRed, MAX(cGreen, cBlue));
  118. float expp = MAX(-B - 1.0f, floor(Math::log(cMax) / (real_t)Math_LN2)) + 1.0f + B;
  119. float sMax = (float)floor((cMax / Math::pow(2.0f, expp - B - N)) + 0.5f);
  120. float exps = expp + 1.0f;
  121. if (0.0f <= sMax && sMax < pow2to9) {
  122. exps = expp;
  123. }
  124. float sRed = Math::floor((cRed / pow(2.0f, exps - B - N)) + 0.5f);
  125. float sGreen = Math::floor((cGreen / pow(2.0f, exps - B - N)) + 0.5f);
  126. float sBlue = Math::floor((cBlue / pow(2.0f, exps - B - N)) + 0.5f);
  127. 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);
  128. }
  129. _FORCE_INLINE_ Color blend(const Color &p_over) const {
  130. Color res;
  131. float sa = 1.0f - p_over.a;
  132. res.a = a * sa + p_over.a;
  133. if (res.a == 0) {
  134. return Color(0, 0, 0, 0);
  135. } else {
  136. res.r = (r * a * sa + p_over.r * p_over.a) / res.a;
  137. res.g = (g * a * sa + p_over.g * p_over.a) / res.a;
  138. res.b = (b * a * sa + p_over.b * p_over.a) / res.a;
  139. }
  140. return res;
  141. }
  142. _FORCE_INLINE_ Color srgb_to_linear() const {
  143. return Color(
  144. r < 0.04045f ? r * (1.0f / 12.92f) : Math::pow((r + 0.055f) * (float)(1.0 / (1.0 + 0.055)), 2.4f),
  145. g < 0.04045f ? g * (1.0f / 12.92f) : Math::pow((g + 0.055f) * (float)(1.0 / (1.0 + 0.055)), 2.4f),
  146. b < 0.04045f ? b * (1.0f / 12.92f) : Math::pow((b + 0.055f) * (float)(1.0 / (1.0 + 0.055)), 2.4f),
  147. a);
  148. }
  149. _FORCE_INLINE_ Color linear_to_srgb() const {
  150. return Color(
  151. r < 0.0031308f ? 12.92f * r : (1.0f + 0.055f) * Math::pow(r, 1.0f / 2.4f) - 0.055f,
  152. g < 0.0031308f ? 12.92f * g : (1.0f + 0.055f) * Math::pow(g, 1.0f / 2.4f) - 0.055f,
  153. b < 0.0031308f ? 12.92f * b : (1.0f + 0.055f) * Math::pow(b, 1.0f / 2.4f) - 0.055f, a);
  154. }
  155. static Color hex(uint32_t p_hex);
  156. static Color hex64(uint64_t p_hex);
  157. static Color html(const String &p_rgba);
  158. static bool html_is_valid(const String &p_color);
  159. static Color named(const String &p_name);
  160. static Color named(const String &p_name, const Color &p_default);
  161. static int find_named_color(const String &p_name);
  162. static int get_named_color_count();
  163. static String get_named_color_name(int p_idx);
  164. static Color get_named_color(int p_idx);
  165. static Color from_string(const String &p_string, const Color &p_default);
  166. static Color from_hsv(float p_h, float p_s, float p_v, float p_alpha = 1.0f);
  167. static Color from_rgbe9995(uint32_t p_rgbe);
  168. _FORCE_INLINE_ bool operator<(const Color &p_color) const; // Used in set keys.
  169. operator String() const;
  170. // For the binder.
  171. _FORCE_INLINE_ void set_r8(int32_t r8) { r = (CLAMP(r8, 0, 255) / 255.0f); }
  172. _FORCE_INLINE_ int32_t get_r8() const { return int32_t(CLAMP(Math::round(r * 255.0f), 0.0f, 255.0f)); }
  173. _FORCE_INLINE_ void set_g8(int32_t g8) { g = (CLAMP(g8, 0, 255) / 255.0f); }
  174. _FORCE_INLINE_ int32_t get_g8() const { return int32_t(CLAMP(Math::round(g * 255.0f), 0.0f, 255.0f)); }
  175. _FORCE_INLINE_ void set_b8(int32_t b8) { b = (CLAMP(b8, 0, 255) / 255.0f); }
  176. _FORCE_INLINE_ int32_t get_b8() const { return int32_t(CLAMP(Math::round(b * 255.0f), 0.0f, 255.0f)); }
  177. _FORCE_INLINE_ void set_a8(int32_t a8) { a = (CLAMP(a8, 0, 255) / 255.0f); }
  178. _FORCE_INLINE_ int32_t get_a8() const { return int32_t(CLAMP(Math::round(a * 255.0f), 0.0f, 255.0f)); }
  179. _FORCE_INLINE_ void set_h(float p_h) { set_hsv(p_h, get_s(), get_v(), a); }
  180. _FORCE_INLINE_ void set_s(float p_s) { set_hsv(get_h(), p_s, get_v(), a); }
  181. _FORCE_INLINE_ void set_v(float p_v) { set_hsv(get_h(), get_s(), p_v, a); }
  182. _FORCE_INLINE_ Color() {}
  183. /**
  184. * RGBA construct parameters.
  185. * Alpha is not optional as otherwise we can't bind the RGB version for scripting.
  186. */
  187. _FORCE_INLINE_ Color(float p_r, float p_g, float p_b, float p_a) {
  188. r = p_r;
  189. g = p_g;
  190. b = p_b;
  191. a = p_a;
  192. }
  193. /**
  194. * RGB construct parameters.
  195. */
  196. _FORCE_INLINE_ Color(float p_r, float p_g, float p_b) {
  197. r = p_r;
  198. g = p_g;
  199. b = p_b;
  200. a = 1.0f;
  201. }
  202. /**
  203. * Construct a Color from another Color, but with the specified alpha value.
  204. */
  205. _FORCE_INLINE_ Color(const Color &p_c, float p_a) {
  206. r = p_c.r;
  207. g = p_c.g;
  208. b = p_c.b;
  209. a = p_a;
  210. }
  211. Color(const String &p_code) {
  212. if (html_is_valid(p_code)) {
  213. *this = html(p_code);
  214. } else {
  215. *this = named(p_code);
  216. }
  217. }
  218. Color(const String &p_code, float p_a) {
  219. *this = Color(p_code);
  220. a = p_a;
  221. }
  222. };
  223. bool Color::operator<(const Color &p_color) const {
  224. if (r == p_color.r) {
  225. if (g == p_color.g) {
  226. if (b == p_color.b) {
  227. return (a < p_color.a);
  228. } else {
  229. return (b < p_color.b);
  230. }
  231. } else {
  232. return g < p_color.g;
  233. }
  234. } else {
  235. return r < p_color.r;
  236. }
  237. }
  238. _FORCE_INLINE_ Color operator*(float p_scalar, const Color &p_color) {
  239. return p_color * p_scalar;
  240. }
  241. } // namespace godot