// // Copyright (c) 2008-2017 the Urho3D project. // // 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. // #include "../Precompiled.h" #include "../Math/Color.h" #include #include "../DebugNew.h" namespace Atomic { unsigned Color::ToUInt() const { unsigned r = (unsigned)Clamp(((int)(r_ * 255.0f)), 0, 255); unsigned g = (unsigned)Clamp(((int)(g_ * 255.0f)), 0, 255); unsigned b = (unsigned)Clamp(((int)(b_ * 255.0f)), 0, 255); unsigned a = (unsigned)Clamp(((int)(a_ * 255.0f)), 0, 255); return (a << 24) | (b << 16) | (g << 8) | r; } Vector3 Color::ToHSL() const { float min, max; Bounds(&min, &max, true); float h = Hue(min, max); float s = SaturationHSL(min, max); float l = (max + min) * 0.5f; return Vector3(h, s, l); } Vector3 Color::ToHSV() const { float min, max; Bounds(&min, &max, true); float h = Hue(min, max); float s = SaturationHSV(min, max); float v = max; return Vector3(h, s, v); } void Color::FromHSL(float h, float s, float l, float a) { float c; if (l < 0.5f) c = (1.0f + (2.0f * l - 1.0f)) * s; else c = (1.0f - (2.0f * l - 1.0f)) * s; float m = l - 0.5f * c; FromHCM(h, c, m); a_ = a; } void Color::FromHSV(float h, float s, float v, float a) { float c = v * s; float m = v - c; FromHCM(h, c, m); a_ = a; } float Color::Chroma() const { float min, max; Bounds(&min, &max, true); return max - min; } float Color::Hue() const { float min, max; Bounds(&min, &max, true); return Hue(min, max); } float Color::SaturationHSL() const { float min, max; Bounds(&min, &max, true); return SaturationHSL(min, max); } float Color::SaturationHSV() const { float min, max; Bounds(&min, &max, true); return SaturationHSV(min, max); } float Color::Lightness() const { float min, max; Bounds(&min, &max, true); return (max + min) * 0.5f; } void Color::Bounds(float* min, float* max, bool clipped) const { assert(min && max); if (r_ > g_) { if (g_ > b_) // r > g > b { *max = r_; *min = b_; } else // r > g && g <= b { *max = r_ > b_ ? r_ : b_; *min = g_; } } else { if (b_ > g_) // r <= g < b { *max = b_; *min = r_; } else // r <= g && b <= g { *max = g_; *min = r_ < b_ ? r_ : b_; } } if (clipped) { *max = *max > 1.0f ? 1.0f : (*max < 0.0f ? 0.0f : *max); *min = *min > 1.0f ? 1.0f : (*min < 0.0f ? 0.0f : *min); } } float Color::MaxRGB() const { if (r_ > g_) return (r_ > b_) ? r_ : b_; else return (g_ > b_) ? g_ : b_; } float Color::MinRGB() const { if (r_ < g_) return (r_ < b_) ? r_ : b_; else return (g_ < b_) ? g_ : b_; } float Color::Range() const { float min, max; Bounds(&min, &max); return max - min; } void Color::Clip(bool clipAlpha) { r_ = (r_ > 1.0f) ? 1.0f : ((r_ < 0.0f) ? 0.0f : r_); g_ = (g_ > 1.0f) ? 1.0f : ((g_ < 0.0f) ? 0.0f : g_); b_ = (b_ > 1.0f) ? 1.0f : ((b_ < 0.0f) ? 0.0f : b_); if (clipAlpha) a_ = (a_ > 1.0f) ? 1.0f : ((a_ < 0.0f) ? 0.0f : a_); } void Color::Invert(bool invertAlpha) { r_ = 1.0f - r_; g_ = 1.0f - g_; b_ = 1.0f - b_; if (invertAlpha) a_ = 1.0f - a_; } Color Color::Lerp(const Color& rhs, float t) const { float invT = 1.0f - t; return Color( r_ * invT + rhs.r_ * t, g_ * invT + rhs.g_ * t, b_ * invT + rhs.b_ * t, a_ * invT + rhs.a_ * t ); } String Color::ToString() const { char tempBuffer[CONVERSION_BUFFER_LENGTH]; sprintf(tempBuffer, "%g %g %g %g", r_, g_, b_, a_); return String(tempBuffer); } float Color::Hue(float min, float max) const { float chroma = max - min; // If chroma equals zero, hue is undefined if (chroma <= M_EPSILON) return 0.0f; // Calculate and return hue if (Atomic::Equals(g_, max)) return (b_ + 2.0f * chroma - r_) / (6.0f * chroma); else if (Atomic::Equals(b_, max)) return (4.0f * chroma - g_ + r_) / (6.0f * chroma); else { float r = (g_ - b_) / (6.0f * chroma); return (r < 0.0f) ? 1.0f + r : ((r >= 1.0f) ? r - 1.0f : r); } } float Color::SaturationHSV(float min, float max) const { // Avoid div-by-zero: result undefined if (max <= M_EPSILON) return 0.0f; // Saturation equals chroma:value ratio return 1.0f - (min / max); } float Color::SaturationHSL(float min, float max) const { // Avoid div-by-zero: result undefined if (max <= M_EPSILON || min >= 1.0f - M_EPSILON) return 0.0f; // Chroma = max - min, lightness = (max + min) * 0.5 float hl = (max + min); if (hl <= 1.0f) return (max - min) / hl; else return (min - max) / (hl - 2.0f); } void Color::FromHCM(float h, float c, float m) { if (h < 0.0f || h >= 1.0f) h -= floorf(h); float hs = h * 6.0f; float x = c * (1.0f - Atomic::Abs(fmodf(hs, 2.0f) - 1.0f)); // Reconstruct r', g', b' from hue if (hs < 2.0f) { b_ = 0.0f; if (hs < 1.0f) { g_ = x; r_ = c; } else { g_ = c; r_ = x; } } else if (hs < 4.0f) { r_ = 0.0f; if (hs < 3.0f) { g_ = c; b_ = x; } else { g_ = x; b_ = c; } } else { g_ = 0.0f; if (hs < 5.0f) { r_ = x; b_ = c; } else { r_ = c; b_ = x; } } r_ += m; g_ += m; b_ += m; } /// ATOMIC BEGIN unsigned Color::ToUIntArgb() const { unsigned r = (unsigned)Clamp(((int)(r_ * 255.0f)), 0, 255); unsigned g = (unsigned)Clamp(((int)(g_ * 255.0f)), 0, 255); unsigned b = (unsigned)Clamp(((int)(b_ * 255.0f)), 0, 255); unsigned a = (unsigned)Clamp(((int)(a_ * 255.0f)), 0, 255); return (a << 24) | (r << 16) | (g << 8) | b; } /// ATOMIC END const Color Color::WHITE; const Color Color::GRAY(0.5f, 0.5f, 0.5f); const Color Color::BLACK(0.0f, 0.0f, 0.0f); const Color Color::RED(1.0f, 0.0f, 0.0f); const Color Color::GREEN(0.0f, 1.0f, 0.0f); const Color Color::BLUE(0.0f, 0.0f, 1.0f); const Color Color::CYAN(0.0f, 1.0f, 1.0f); const Color Color::MAGENTA(1.0f, 0.0f, 1.0f); const Color Color::YELLOW(1.0f, 1.0f, 0.0f); const Color Color::TRANSPARENT(0.0f, 0.0f, 0.0f, 0.0f); }