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- //
- // Urho3D Engine
- // Copyright (c) 2008-2011 Lasse Öörni
- //
- // 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 "Vector4.h"
- class String;
- /// RGBA color
- class Color
- {
- public:
- /// Construct with default values (opaque white)
- Color() :
- r_(1.0f),
- g_(1.0f),
- b_(1.0f),
- a_(1.0f)
- {
- }
-
- /// Copy-construct from another color
- Color(const Color& color) :
- r_(color.r_),
- g_(color.g_),
- b_(color.b_),
- a_(color.a_)
- {
- }
-
- /// Construct from another color and modify the alpha
- Color(const Color& color, float a) :
- r_(color.r_),
- g_(color.g_),
- b_(color.b_),
- a_(a)
- {
- }
-
- /// Construct from RGB values and set alpha fully opaque
- Color(float r, float g, float b) :
- r_(r),
- g_(g),
- b_(b),
- a_(1.0f)
- {
- }
-
- /// Construct from RGBA values
- Color(float r, float g, float b, float a) :
- r_(r),
- g_(g),
- b_(b),
- a_(a)
- {
- }
-
- /// Test for equality with another color
- bool operator == (const Color& rhs) const { return Equals(r_, rhs.r_) && Equals(g_, rhs.g_) && Equals(b_, rhs.b_) && Equals(a_, rhs.a_); }
- /// Test for inequality with another color
- bool operator != (const Color& rhs) const { return (!Equals(r_, rhs.r_)) || (!Equals(g_, rhs.g_)) || (!Equals(b_, rhs.b_)) || (!Equals(a_, rhs.a_)); }
- /// Multiply with a scalar
- Color operator * (float rhs) const { return Color(r_ * rhs, g_ * rhs, b_ * rhs, a_ * rhs); }
- /// Add a color
- Color operator + (const Color& rhs) const { return Color(r_ + rhs.r_, g_ + rhs.g_, b_ + rhs.b_, a_ + rhs.a_); }
-
- /// Add-assign a color
- Color& operator += (const Color& rhs)
- {
- r_ += rhs.r_;
- g_ += rhs.g_;
- b_ += rhs.b_;
- a_ += rhs.a_;
-
- return *this;
- }
-
- /// Return float data
- const float* GetData() const { return &r_; }
- /// Return RGB values as a Vector3
- Vector3 RGBValues() const { return Vector3(r_, g_, b_); }
- /// Return approximate intensity
- float Intensity() const { return RGBValues().DotProduct(Vector3(0.333f, 0.333f, 0.333f)); }
-
- /// Linear interpolation with another 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
- );
- }
-
- /// Return color packed to a 32-bit integer. Only the range [0, 1] is supported for components
- unsigned ToUInt() const
- {
- unsigned r = (unsigned)(Clamp(r_ * 255.0f, 0.0f, 255.0f));
- unsigned g = (unsigned)(Clamp(g_ * 255.0f, 0.0f, 255.0f));
- unsigned b = (unsigned)(Clamp(b_ * 255.0f, 0.0f, 255.0f));
- unsigned a = (unsigned)(Clamp(a_ * 255.0f, 0.0f, 255.0f));
-
- /// \todo Model data will need to be converted on OpenGL if it has vertex colors
- #ifdef USE_OPENGL
- return (((a) & 0xff) << 24) | (((b) & 0xff) << 16) | (((g) & 0xff) << 8) | ((r) & 0xff);
- #else
- return (((a) & 0xff) << 24) | (((r) & 0xff) << 16) | (((g) & 0xff) << 8) | ((b) & 0xff);
- #endif
- }
-
- /// Return as a four-dimensional vector
- Vector4 ToVector4() const { return Vector4(r_, g_, b_, a_); }
-
- /// Return as string
- String ToString() const;
-
- /// Red value
- float r_;
- /// Green value
- float g_;
- /// Blue value
- float b_;
- /// Alpha value
- float a_;
-
- /// Opaque white color
- static const Color WHITE;
- /// Opaque black color
- static const Color BLACK;
- };
- /// Color-time pair for color interpolation
- class ColorFade
- {
- public:
- /// Construct with default color and zero time
- ColorFade() :
- time_(0.0f)
- {
- }
-
- /// Construct with a color and zero time
- ColorFade(const Color& color) :
- color_(color),
- time_(0.0f)
- {
- }
-
- /// Construct from a color and time
- ColorFade(const Color& color, float time) :
- color_(color),
- time_(time)
- {
- }
-
- /// Return interpolated value with another color-time pair, at the time specified
- Color interpolate(const ColorFade& next, float time)
- {
- float timeInterval = next.time_ - time_;
-
- if (timeInterval > 0.0f)
- {
- float t = (time - time_) / timeInterval;
- return color_.Lerp(next.color_, t);
- }
- else
- return next.color_;
- }
-
- /// Color
- Color color_;
- /// Time
- float time_;
- };
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