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- /**************************************************************************/
- /* color.hpp */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /**************************************************************************/
- #pragma once
- #include <godot_cpp/core/math.hpp>
- namespace godot {
- class String;
- struct [[nodiscard]] Color {
- union {
- struct {
- float r;
- float g;
- float b;
- float a;
- };
- float components[4] = { 0, 0, 0, 1.0 };
- };
- uint32_t to_rgba32() const;
- uint32_t to_argb32() const;
- uint32_t to_abgr32() const;
- uint64_t to_rgba64() const;
- uint64_t to_argb64() const;
- uint64_t to_abgr64() const;
- String to_html(bool p_alpha = true) const;
- float get_h() const;
- float get_s() const;
- float get_v() const;
- void set_hsv(float p_h, float p_s, float p_v, float p_alpha = 1.0f);
- _FORCE_INLINE_ float &operator[](int p_idx) {
- return components[p_idx];
- }
- _FORCE_INLINE_ const float &operator[](int p_idx) const {
- return components[p_idx];
- }
- bool operator==(const Color &p_color) const {
- return (r == p_color.r && g == p_color.g && b == p_color.b && a == p_color.a);
- }
- bool operator!=(const Color &p_color) const {
- return (r != p_color.r || g != p_color.g || b != p_color.b || a != p_color.a);
- }
- Color operator+(const Color &p_color) const;
- void operator+=(const Color &p_color);
- Color operator-() const;
- Color operator-(const Color &p_color) const;
- void operator-=(const Color &p_color);
- Color operator*(const Color &p_color) const;
- Color operator*(float p_scalar) const;
- void operator*=(const Color &p_color);
- void operator*=(float p_scalar);
- Color operator/(const Color &p_color) const;
- Color operator/(float p_scalar) const;
- void operator/=(const Color &p_color);
- void operator/=(float p_scalar);
- bool is_equal_approx(const Color &p_color) const;
- Color clamp(const Color &p_min = Color(0, 0, 0, 0), const Color &p_max = Color(1, 1, 1, 1)) const;
- void invert();
- Color inverted() const;
- _FORCE_INLINE_ float get_luminance() const {
- return 0.2126f * r + 0.7152f * g + 0.0722f * b;
- }
- _FORCE_INLINE_ Color lerp(const Color &p_to, float p_weight) const {
- Color res = *this;
- res.r = Math::lerp(res.r, p_to.r, p_weight);
- res.g = Math::lerp(res.g, p_to.g, p_weight);
- res.b = Math::lerp(res.b, p_to.b, p_weight);
- res.a = Math::lerp(res.a, p_to.a, p_weight);
- return res;
- }
- _FORCE_INLINE_ Color darkened(float p_amount) const {
- Color res = *this;
- res.r = res.r * (1.0f - p_amount);
- res.g = res.g * (1.0f - p_amount);
- res.b = res.b * (1.0f - p_amount);
- return res;
- }
- _FORCE_INLINE_ Color lightened(float p_amount) const {
- Color res = *this;
- res.r = res.r + (1.0f - res.r) * p_amount;
- res.g = res.g + (1.0f - res.g) * p_amount;
- res.b = res.b + (1.0f - res.b) * p_amount;
- return res;
- }
- _FORCE_INLINE_ uint32_t to_rgbe9995() const {
- // https://github.com/microsoft/DirectX-Graphics-Samples/blob/v10.0.19041.0/MiniEngine/Core/Color.cpp
- static const float kMaxVal = float(0x1FF << 7);
- static const float kMinVal = float(1.f / (1 << 16));
- // Clamp RGB to [0, 1.FF*2^16]
- const float _r = CLAMP(r, 0.0f, kMaxVal);
- const float _g = CLAMP(g, 0.0f, kMaxVal);
- const float _b = CLAMP(b, 0.0f, kMaxVal);
- // Compute the maximum channel, no less than 1.0*2^-15
- const float MaxChannel = MAX(MAX(_r, _g), MAX(_b, kMinVal));
- // Take the exponent of the maximum channel (rounding up the 9th bit) and
- // add 15 to it. When added to the channels, it causes the implicit '1.0'
- // bit and the first 8 mantissa bits to be shifted down to the low 9 bits
- // of the mantissa, rounding the truncated bits.
- union {
- float f;
- uint32_t i;
- } R, G, B, E;
- E.f = MaxChannel;
- E.i += 0x07804000; // Add 15 to the exponent and 0x4000 to the mantissa
- E.i &= 0x7F800000; // Zero the mantissa
- // This shifts the 9-bit values we need into the lowest bits, rounding as
- // needed. Note that if the channel has a smaller exponent than the max
- // channel, it will shift even more. This is intentional.
- R.f = _r + E.f;
- G.f = _g + E.f;
- B.f = _b + E.f;
- // Convert the Bias to the correct exponent in the upper 5 bits.
- E.i <<= 4;
- E.i += 0x10000000;
- // Combine the fields. RGB floats have unwanted data in the upper 9
- // bits. Only red needs to mask them off because green and blue shift
- // it out to the left.
- return E.i | (B.i << 18U) | (G.i << 9U) | (R.i & 511U);
- }
- _FORCE_INLINE_ Color blend(const Color &p_over) const {
- Color res;
- float sa = 1.0f - p_over.a;
- res.a = a * sa + p_over.a;
- if (res.a == 0) {
- return Color(0, 0, 0, 0);
- } else {
- res.r = (r * a * sa + p_over.r * p_over.a) / res.a;
- res.g = (g * a * sa + p_over.g * p_over.a) / res.a;
- res.b = (b * a * sa + p_over.b * p_over.a) / res.a;
- }
- return res;
- }
- _FORCE_INLINE_ Color srgb_to_linear() const {
- return Color(
- r < 0.04045f ? r * (1.0f / 12.92f) : Math::pow(float((r + 0.055) * (1.0 / (1.0 + 0.055))), 2.4f),
- g < 0.04045f ? g * (1.0f / 12.92f) : Math::pow(float((g + 0.055) * (1.0 / (1.0 + 0.055))), 2.4f),
- b < 0.04045f ? b * (1.0f / 12.92f) : Math::pow(float((b + 0.055) * (1.0 / (1.0 + 0.055))), 2.4f),
- a);
- }
- _FORCE_INLINE_ Color linear_to_srgb() const {
- return Color(
- r < 0.0031308f ? 12.92f * r : (1.0 + 0.055) * Math::pow(r, 1.0f / 2.4f) - 0.055,
- g < 0.0031308f ? 12.92f * g : (1.0 + 0.055) * Math::pow(g, 1.0f / 2.4f) - 0.055,
- b < 0.0031308f ? 12.92f * b : (1.0 + 0.055) * Math::pow(b, 1.0f / 2.4f) - 0.055, a);
- }
- static Color hex(uint32_t p_hex);
- static Color hex64(uint64_t p_hex);
- static Color html(const String &p_rgba);
- static bool html_is_valid(const String &p_color);
- static Color named(const String &p_name);
- static Color named(const String &p_name, const Color &p_default);
- static int find_named_color(const String &p_name);
- static int get_named_color_count();
- static String get_named_color_name(int p_idx);
- static Color get_named_color(int p_idx);
- static Color from_string(const String &p_string, const Color &p_default);
- static Color from_hsv(float p_h, float p_s, float p_v, float p_alpha = 1.0f);
- static Color from_rgbe9995(uint32_t p_rgbe);
- static Color from_rgba8(int64_t p_r8, int64_t p_g8, int64_t p_b8, int64_t p_a8 = 255);
- _FORCE_INLINE_ bool operator<(const Color &p_color) const; // Used in set keys.
- operator String() const;
- // For the binder.
- _FORCE_INLINE_ void set_r8(int32_t r8) { r = (CLAMP(r8, 0, 255) / 255.0f); }
- _FORCE_INLINE_ int32_t get_r8() const { return int32_t(CLAMP(Math::round(r * 255.0f), 0.0f, 255.0f)); }
- _FORCE_INLINE_ void set_g8(int32_t g8) { g = (CLAMP(g8, 0, 255) / 255.0f); }
- _FORCE_INLINE_ int32_t get_g8() const { return int32_t(CLAMP(Math::round(g * 255.0f), 0.0f, 255.0f)); }
- _FORCE_INLINE_ void set_b8(int32_t b8) { b = (CLAMP(b8, 0, 255) / 255.0f); }
- _FORCE_INLINE_ int32_t get_b8() const { return int32_t(CLAMP(Math::round(b * 255.0f), 0.0f, 255.0f)); }
- _FORCE_INLINE_ void set_a8(int32_t a8) { a = (CLAMP(a8, 0, 255) / 255.0f); }
- _FORCE_INLINE_ int32_t get_a8() const { return int32_t(CLAMP(Math::round(a * 255.0f), 0.0f, 255.0f)); }
- _FORCE_INLINE_ void set_h(float p_h) { set_hsv(p_h, get_s(), get_v(), a); }
- _FORCE_INLINE_ void set_s(float p_s) { set_hsv(get_h(), p_s, get_v(), a); }
- _FORCE_INLINE_ void set_v(float p_v) { set_hsv(get_h(), get_s(), p_v, a); }
- _FORCE_INLINE_ Color() {}
- /**
- * RGBA construct parameters.
- * Alpha is not optional as otherwise we can't bind the RGB version for scripting.
- */
- _FORCE_INLINE_ Color(float p_r, float p_g, float p_b, float p_a) {
- r = p_r;
- g = p_g;
- b = p_b;
- a = p_a;
- }
- /**
- * RGB construct parameters.
- */
- _FORCE_INLINE_ Color(float p_r, float p_g, float p_b) {
- r = p_r;
- g = p_g;
- b = p_b;
- a = 1.0f;
- }
- /**
- * Construct a Color from another Color, but with the specified alpha value.
- */
- _FORCE_INLINE_ Color(const Color &p_c, float p_a) {
- r = p_c.r;
- g = p_c.g;
- b = p_c.b;
- a = p_a;
- }
- Color(const String &p_code) {
- if (html_is_valid(p_code)) {
- *this = html(p_code);
- } else {
- *this = named(p_code);
- }
- }
- Color(const String &p_code, float p_a) {
- *this = Color(p_code);
- a = p_a;
- }
- };
- bool Color::operator<(const Color &p_color) const {
- if (r == p_color.r) {
- if (g == p_color.g) {
- if (b == p_color.b) {
- return (a < p_color.a);
- } else {
- return (b < p_color.b);
- }
- } else {
- return g < p_color.g;
- }
- } else {
- return r < p_color.r;
- }
- }
- _FORCE_INLINE_ Color operator*(float p_scalar, const Color &p_color) {
- return p_color * p_scalar;
- }
- } // namespace godot
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