color.hpp 9.4 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. class Color {
  36. _FORCE_INLINE_ GDNativeTypePtr _native_ptr() const { return (void *)this; }
  37. friend class Variant;
  38. public:
  39. union {
  40. struct {
  41. float r;
  42. float g;
  43. float b;
  44. float a;
  45. };
  46. float components[4] = { 0, 0, 0, 1.0 };
  47. };
  48. uint32_t to_rgba32() const;
  49. uint32_t to_argb32() const;
  50. uint32_t to_abgr32() const;
  51. uint64_t to_rgba64() const;
  52. uint64_t to_argb64() const;
  53. uint64_t to_abgr64() const;
  54. float get_h() const;
  55. float get_s() const;
  56. float get_v() const;
  57. void set_hsv(float p_h, float p_s, float p_v, float p_alpha = 1.0);
  58. inline float &operator[](int p_idx) {
  59. return components[p_idx];
  60. }
  61. inline const float &operator[](int p_idx) const {
  62. return components[p_idx];
  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. bool operator!=(const Color &p_color) const {
  68. return (r != p_color.r || g != p_color.g || b != p_color.b || a != p_color.a);
  69. }
  70. Color operator+(const Color &p_color) const;
  71. void operator+=(const Color &p_color);
  72. Color operator-() const;
  73. Color operator-(const Color &p_color) const;
  74. void operator-=(const Color &p_color);
  75. Color operator*(const Color &p_color) const;
  76. Color operator*(float p_scalar) const;
  77. void operator*=(const Color &p_color);
  78. void operator*=(float p_scalar);
  79. Color operator/(const Color &p_color) const;
  80. Color operator/(float p_scalar) const;
  81. void operator/=(const Color &p_color);
  82. void operator/=(float p_scalar);
  83. bool is_equal_approx(const Color &p_color) const;
  84. void invert();
  85. Color inverted() const;
  86. inline Color lerp(const Color &p_to, float p_weight) const {
  87. Color res = *this;
  88. res.r += (p_weight * (p_to.r - r));
  89. res.g += (p_weight * (p_to.g - g));
  90. res.b += (p_weight * (p_to.b - b));
  91. res.a += (p_weight * (p_to.a - a));
  92. return res;
  93. }
  94. inline Color darkened(float p_amount) const {
  95. Color res = *this;
  96. res.r = res.r * (1.0f - p_amount);
  97. res.g = res.g * (1.0f - p_amount);
  98. res.b = res.b * (1.0f - p_amount);
  99. return res;
  100. }
  101. inline Color lightened(float p_amount) const {
  102. Color res = *this;
  103. res.r = res.r + (1.0f - res.r) * p_amount;
  104. res.g = res.g + (1.0f - res.g) * p_amount;
  105. res.b = res.b + (1.0f - res.b) * p_amount;
  106. return res;
  107. }
  108. inline uint32_t to_rgbe9995() const {
  109. const float pow2to9 = 512.0f;
  110. const float B = 15.0f;
  111. const float N = 9.0f;
  112. float sharedexp = 65408.000f; // Result of: ((pow2to9 - 1.0f) / pow2to9) * powf(2.0f, 31.0f - 15.0f)
  113. float cRed = Math::max(0.0f, Math::min(sharedexp, r));
  114. float cGreen = Math::max(0.0f, Math::min(sharedexp, g));
  115. float cBlue = Math::max(0.0f, Math::min(sharedexp, b));
  116. float cMax = Math::max(cRed, Math::max(cGreen, cBlue));
  117. float expp = Math::max(-B - 1.0f, Math::floor(Math::log(cMax) / (float)Math_LN2)) + 1.0f + B;
  118. float sMax = (float)floor((cMax / Math::pow(2.0f, expp - B - N)) + 0.5f);
  119. float exps = expp + 1.0f;
  120. if (0.0 <= sMax && sMax < pow2to9) {
  121. exps = expp;
  122. }
  123. float sRed = Math::floor((cRed / pow(2.0f, exps - B - N)) + 0.5f);
  124. float sGreen = Math::floor((cGreen / pow(2.0f, exps - B - N)) + 0.5f);
  125. float sBlue = Math::floor((cBlue / pow(2.0f, exps - B - N)) + 0.5f);
  126. 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);
  127. }
  128. inline Color blend(const Color &p_over) const {
  129. Color res;
  130. float sa = 1.0 - p_over.a;
  131. res.a = a * sa + p_over.a;
  132. if (res.a == 0) {
  133. return Color(0, 0, 0, 0);
  134. } else {
  135. res.r = (r * a * sa + p_over.r * p_over.a) / res.a;
  136. res.g = (g * a * sa + p_over.g * p_over.a) / res.a;
  137. res.b = (b * a * sa + p_over.b * p_over.a) / res.a;
  138. }
  139. return res;
  140. }
  141. inline Color srgb_to_linear() const {
  142. return Color(
  143. r < 0.04045 ? r * (1.0 / 12.92) : Math::pow((r + 0.055f) * (1.0 / (1.0 + 0.055)), 2.4),
  144. g < 0.04045 ? g * (1.0 / 12.92) : Math::pow((g + 0.055f) * (1.0 / (1.0 + 0.055)), 2.4),
  145. b < 0.04045 ? b * (1.0 / 12.92) : Math::pow((b + 0.055f) * (1.0 / (1.0 + 0.055)), 2.4),
  146. a);
  147. }
  148. inline Color linear_to_srgb() const {
  149. return Color(
  150. r < 0.0031308f ? 12.92f * r : (1.0f + 0.055f) * Math::pow(r, 1.0f / 2.4f) - 0.055f,
  151. g < 0.0031308f ? 12.92f * g : (1.0f + 0.055f) * Math::pow(g, 1.0f / 2.4f) - 0.055f,
  152. b < 0.0031308f ? 12.92f * b : (1.0f + 0.055f) * Math::pow(b, 1.0f / 2.4f) - 0.055f, a);
  153. }
  154. static Color hex(uint32_t p_hex);
  155. static Color hex64(uint64_t p_hex);
  156. static Color html(const String &p_rgba);
  157. static bool html_is_valid(const String &p_color);
  158. static Color named(const String &p_name);
  159. static Color named(const String &p_name, const Color &p_default);
  160. static int find_named_color(const String &p_name);
  161. static int get_named_color_count();
  162. static String get_named_color_name(int p_idx);
  163. static Color get_named_color(int p_idx);
  164. static Color from_string(const String &p_string, const Color &p_default);
  165. String to_html(bool p_alpha = true) const;
  166. static Color from_hsv(float p_h, float p_s, float p_v, float p_a);
  167. static Color from_rgbe9995(uint32_t p_rgbe);
  168. inline bool operator<(const Color &p_color) const; // used in set keys
  169. operator String() const;
  170. // For the binder.
  171. inline void set_r8(int32_t r8) { r = (Math::clamp(r8, 0, 255) / 255.0); }
  172. inline int32_t get_r8() const { return int32_t(Math::clamp(r * 255.0, 0.0, 255.0)); }
  173. inline void set_g8(int32_t g8) { g = (Math::clamp(g8, 0, 255) / 255.0); }
  174. inline int32_t get_g8() const { return int32_t(Math::clamp(g * 255.0, 0.0, 255.0)); }
  175. inline void set_b8(int32_t b8) { b = (Math::clamp(b8, 0, 255) / 255.0); }
  176. inline int32_t get_b8() const { return int32_t(Math::clamp(b * 255.0, 0.0, 255.0)); }
  177. inline void set_a8(int32_t a8) { a = (Math::clamp(a8, 0, 255) / 255.0); }
  178. inline int32_t get_a8() const { return int32_t(Math::clamp(a * 255.0, 0.0, 255.0)); }
  179. inline void set_h(float p_h) { set_hsv(p_h, get_s(), get_v()); }
  180. inline void set_s(float p_s) { set_hsv(get_h(), p_s, get_v()); }
  181. inline void set_v(float p_v) { set_hsv(get_h(), get_s(), p_v); }
  182. 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. 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. 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 = 1.0;
  201. }
  202. /**
  203. * Construct a Color from another Color, but with the specified alpha value.
  204. */
  205. 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. inline Color operator*(float p_scalar, const Color &p_color) {
  239. return p_color * p_scalar;
  240. }
  241. } // namespace godot
  242. #endif // GODOT_COLOR_HPP