Color.h 5.9 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209
  1. //
  2. // Copyright (c) 2008-2013 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #pragma once
  23. #include "Vector4.h"
  24. // Defined by Windows headers
  25. #undef TRANSPARENT
  26. namespace Urho3D
  27. {
  28. class String;
  29. /// RGBA color.
  30. class Color
  31. {
  32. public:
  33. /// Construct with default values (opaque white.)
  34. Color() :
  35. r_(1.0f),
  36. g_(1.0f),
  37. b_(1.0f),
  38. a_(1.0f)
  39. {
  40. }
  41. /// Copy-construct from another color.
  42. Color(const Color& color) :
  43. r_(color.r_),
  44. g_(color.g_),
  45. b_(color.b_),
  46. a_(color.a_)
  47. {
  48. }
  49. /// Construct from another color and modify the alpha.
  50. Color(const Color& color, float a) :
  51. r_(color.r_),
  52. g_(color.g_),
  53. b_(color.b_),
  54. a_(a)
  55. {
  56. }
  57. /// Construct from RGB values and set alpha fully opaque.
  58. Color(float r, float g, float b) :
  59. r_(r),
  60. g_(g),
  61. b_(b),
  62. a_(1.0f)
  63. {
  64. }
  65. /// Construct from RGBA values.
  66. Color(float r, float g, float b, float a) :
  67. r_(r),
  68. g_(g),
  69. b_(b),
  70. a_(a)
  71. {
  72. }
  73. /// Test for equality with another color.
  74. bool operator == (const Color& rhs) const { return Equals(r_, rhs.r_) && Equals(g_, rhs.g_) && Equals(b_, rhs.b_) && Equals(a_, rhs.a_); }
  75. /// Test for inequality with another color.
  76. bool operator != (const Color& rhs) const { return !Equals(r_, rhs.r_) || !Equals(g_, rhs.g_) || !Equals(b_, rhs.b_) || !Equals(a_, rhs.a_); }
  77. /// Multiply with a scalar.
  78. Color operator * (float rhs) const { return Color(r_ * rhs, g_ * rhs, b_ * rhs, a_ * rhs); }
  79. /// Add a color.
  80. Color operator + (const Color& rhs) const { return Color(r_ + rhs.r_, g_ + rhs.g_, b_ + rhs.b_, a_ + rhs.a_); }
  81. /// Add-assign a color.
  82. Color& operator += (const Color& rhs)
  83. {
  84. r_ += rhs.r_;
  85. g_ += rhs.g_;
  86. b_ += rhs.b_;
  87. a_ += rhs.a_;
  88. return *this;
  89. }
  90. /// Return float data.
  91. const float* Data() const { return &r_; }
  92. /// Return RGB values as a Vector3.
  93. Vector3 RGBValues() const { return Vector3(r_, g_, b_); }
  94. /// Return approximate intensity.
  95. float Intensity() const { return RGBValues().DotProduct(Vector3(0.333f, 0.333f, 0.333f)); }
  96. /// Linear interpolation with another color.
  97. Color Lerp(const Color& rhs, float t) const
  98. {
  99. float invT = 1.0f - t;
  100. return Color(
  101. r_ * invT + rhs.r_ * t,
  102. g_ * invT + rhs.g_ * t,
  103. b_ * invT + rhs.b_ * t,
  104. a_ * invT + rhs.a_ * t
  105. );
  106. }
  107. /// Return color packed to a 32-bit integer. Components are clamped to [0, 1] range.
  108. unsigned ToUInt() const
  109. {
  110. unsigned r = Clamp(((int)(r_ * 255.0f)), 0, 255);
  111. unsigned g = Clamp(((int)(g_ * 255.0f)), 0, 255);
  112. unsigned b = Clamp(((int)(b_ * 255.0f)), 0, 255);
  113. unsigned a = Clamp(((int)(a_ * 255.0f)), 0, 255);
  114. return (a << 24) | (b << 16) | (g << 8) | r;
  115. }
  116. /// Return as a four-dimensional vector.
  117. Vector4 ToVector4() const { return Vector4(r_, g_, b_, a_); }
  118. /// Return as string.
  119. String ToString() const;
  120. /// Red value.
  121. float r_;
  122. /// Green value.
  123. float g_;
  124. /// Blue value.
  125. float b_;
  126. /// Alpha value.
  127. float a_;
  128. /// Opaque white color.
  129. static const Color WHITE;
  130. /// Opaque yellow color.
  131. static const Color YELLOW;
  132. /// Opaque red color.
  133. static const Color RED;
  134. /// Opaque green color.
  135. static const Color GREEN;
  136. /// Opaque green color.
  137. static const Color BLUE;
  138. /// Opaque black color.
  139. static const Color BLACK;
  140. /// Transparent color (black with no alpha).
  141. static const Color TRANSPARENT;
  142. };
  143. /// Multiply Color with a scalar.
  144. inline Color operator * (float lhs, const Color& rhs) { return rhs * lhs; }
  145. /// Color-time pair for color interpolation.
  146. class ColorFade
  147. {
  148. public:
  149. /// Construct with default color and zero time.
  150. ColorFade() :
  151. time_(0.0f)
  152. {
  153. }
  154. /// Construct with a color and zero time.
  155. ColorFade(const Color& color) :
  156. color_(color),
  157. time_(0.0f)
  158. {
  159. }
  160. /// Construct from a color and time.
  161. ColorFade(const Color& color, float time) :
  162. color_(color),
  163. time_(time)
  164. {
  165. }
  166. /// Return interpolated value with another color-time pair at the time specified.
  167. Color Interpolate(const ColorFade& next, float time)
  168. {
  169. float timeInterval = next.time_ - time_;
  170. if (timeInterval > 0.0f)
  171. {
  172. float t = (time - time_) / timeInterval;
  173. return color_.Lerp(next.color_, t);
  174. }
  175. else
  176. return next.color_;
  177. }
  178. /// Color.
  179. Color color_;
  180. /// Time.
  181. float time_;
  182. };
  183. }