/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2011 Torus Knot Software Ltd 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 "CmColor.h" #include "CmMath.h" namespace CamelotFramework { const Color Color::ZERO = Color(0.0,0.0,0.0,0.0); const Color Color::Black = Color(0.0,0.0,0.0); const Color Color::White = Color(1.0,1.0,1.0); const Color Color::Red = Color(1.0,0.0,0.0); const Color Color::Green = Color(0.0,1.0,0.0); const Color Color::Blue = Color(0.0,0.0,1.0); //--------------------------------------------------------------------- ABGR Color::getAsABGR(void) const { UINT8 val8; UINT32 val32 = 0; // Convert to 32bit pattern // (RGBA = 8888) // Red val8 = static_cast(r * 255); val32 = val8 << 24; // Green val8 = static_cast(g * 255); val32 += val8 << 16; // Blue val8 = static_cast(b * 255); val32 += val8 << 8; // Alpha val8 = static_cast(a * 255); val32 += val8; return val32; } //--------------------------------------------------------------------- BGRA Color::getAsBGRA(void) const { UINT8 val8; UINT32 val32 = 0; // Convert to 32bit pattern // (ARGB = 8888) // Alpha val8 = static_cast(a * 255); val32 = val8 << 24; // Red val8 = static_cast(r * 255); val32 += val8 << 16; // Green val8 = static_cast(g * 255); val32 += val8 << 8; // Blue val8 = static_cast(b * 255); val32 += val8; return val32; } //--------------------------------------------------------------------- ARGB Color::getAsARGB(void) const { UINT8 val8; UINT32 val32 = 0; // Convert to 32bit pattern // (ARGB = 8888) // Blue val8 = static_cast(b * 255); val32 = val8 << 24; // Green val8 = static_cast(g * 255); val32 += val8 << 16; // Red val8 = static_cast(r * 255); val32 += val8 << 8; // Alpha val8 = static_cast(a * 255); val32 += val8; return val32; } //--------------------------------------------------------------------- RGBA Color::getAsRGBA(void) const { UINT8 val8; UINT32 val32 = 0; // Convert to 32bit pattern // (ABRG = 8888) // Alpha val8 = static_cast(a * 255); val32 = val8 << 24; // Blue val8 = static_cast(b * 255); val32 += val8 << 16; // Green val8 = static_cast(g * 255); val32 += val8 << 8; // Red val8 = static_cast(r * 255); val32 += val8; return val32; } //--------------------------------------------------------------------- void Color::setAsABGR(const ABGR val) { UINT32 val32 = val; // Convert from 32bit pattern // (RGBA = 8888) // Red r = ((val32 >> 24) & 0xFF) / 255.0f; // Green g = ((val32 >> 16) & 0xFF) / 255.0f; // Blue b = ((val32 >> 8) & 0xFF) / 255.0f; // Alpha a = (val32 & 0xFF) / 255.0f; } //--------------------------------------------------------------------- void Color::setAsBGRA(const BGRA val) { UINT32 val32 = val; // Convert from 32bit pattern // (ARGB = 8888) // Alpha a = ((val32 >> 24) & 0xFF) / 255.0f; // Red r = ((val32 >> 16) & 0xFF) / 255.0f; // Green g = ((val32 >> 8) & 0xFF) / 255.0f; // Blue b = (val32 & 0xFF) / 255.0f; } //--------------------------------------------------------------------- void Color::setAsARGB(const ARGB val) { UINT32 val32 = val; // Convert from 32bit pattern // (ARGB = 8888) // Blue b = ((val32 >> 24) & 0xFF) / 255.0f; // Green g = ((val32 >> 16) & 0xFF) / 255.0f; // Red r = ((val32 >> 8) & 0xFF) / 255.0f; // Alpha a = (val32 & 0xFF) / 255.0f; } //--------------------------------------------------------------------- void Color::setAsRGBA(const RGBA val) { UINT32 val32 = val; // Convert from 32bit pattern // (ABGR = 8888) // Alpha a = ((val32 >> 24) & 0xFF) / 255.0f; // Blue b = ((val32 >> 16) & 0xFF) / 255.0f; // Green g = ((val32 >> 8) & 0xFF) / 255.0f; // Red r = (val32 & 0xFF) / 255.0f; } //--------------------------------------------------------------------- bool Color::operator==(const Color& rhs) const { return (r == rhs.r && g == rhs.g && b == rhs.b && a == rhs.a); } //--------------------------------------------------------------------- bool Color::operator!=(const Color& rhs) const { return !(*this == rhs); } //--------------------------------------------------------------------- void Color::setHSB(float hue, float saturation, float brightness) { // wrap hue if (hue > 1.0f) { hue -= (int)hue; } else if (hue < 0.0f) { hue += (int)hue + 1; } // clamp saturation / brightness saturation = std::min(saturation, (float)1.0); saturation = std::max(saturation, (float)0.0); brightness = std::min(brightness, (float)1.0); brightness = std::max(brightness, (float)0.0); if (brightness == 0.0f) { // early exit, this has to be black r = g = b = 0.0f; return; } if (saturation == 0.0f) { // early exit, this has to be grey r = g = b = brightness; return; } float hueDomain = hue * 6.0f; if (hueDomain >= 6.0f) { // wrap around, and allow mathematical errors hueDomain = 0.0f; } unsigned short domain = (unsigned short)hueDomain; float f1 = brightness * (1 - saturation); float f2 = brightness * (1 - saturation * (hueDomain - domain)); float f3 = brightness * (1 - saturation * (1 - (hueDomain - domain))); switch (domain) { case 0: // red domain; green ascends r = brightness; g = f3; b = f1; break; case 1: // yellow domain; red descends r = f2; g = brightness; b = f1; break; case 2: // green domain; blue ascends r = f1; g = brightness; b = f3; break; case 3: // cyan domain; green descends r = f1; g = f2; b = brightness; break; case 4: // blue domain; red ascends r = f3; g = f1; b = brightness; break; case 5: // magenta domain; blue descends r = brightness; g = f1; b = f2; break; } } //--------------------------------------------------------------------- void Color::getHSB(float* hue, float* saturation, float* brightness) const { float vMin = std::min(r, std::min(g, b)); float vMax = std::max(r, std::max(g, b)); float delta = vMax - vMin; *brightness = vMax; if (Math::approxEquals(delta, 0.0f, 1e-6f)) { // grey *hue = 0; *saturation = 0; } else { // a colour *saturation = delta / vMax; float deltaR = (((vMax - r) / 6.0f) + (delta / 2.0f)) / delta; float deltaG = (((vMax - g) / 6.0f) + (delta / 2.0f)) / delta; float deltaB = (((vMax - b) / 6.0f) + (delta / 2.0f)) / delta; if (Math::approxEquals(r, vMax)) *hue = deltaB - deltaG; else if (Math::approxEquals(g, vMax)) *hue = 0.3333333f + deltaR - deltaB; else if (Math::approxEquals(b, vMax)) *hue = 0.6666667f + deltaG - deltaR; if (*hue < 0.0f) *hue += 1.0f; if (*hue > 1.0f) *hue -= 1.0f; } } }