ddnet/src/base/color.h

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#ifndef BASE_COLOR_H
#define BASE_COLOR_H
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#include <iostream>
#include "math.h"
#include "vmath.h"
/*
Title: Color handling
*/
inline float RgbToHue(vec3 rgb)
{
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float h_min = min(rgb.r, rgb.g, rgb.b);
float h_max = max(rgb.r, rgb.g, rgb.b);
float hue = 0.0f;
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if(h_max != h_min)
{
float c = h_max - h_min;
if(h_max == rgb.r)
hue = (rgb.g - rgb.b) / c + (rgb.g < rgb.b ? 6 : 0);
else if(h_max == rgb.g)
hue = (rgb.b - rgb.r) / c + 2;
else
hue = (rgb.r - rgb.g) / c + 4;
}
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return hue / 6.0f;
}
/*
Function: HslToRgb
Converts HSL to RGB
*/
inline vec3 HslToRgb(vec3 HSL)
{
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vec3 rgb = vec3(0, 0, 0);
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float h1 = HSL.h * 6;
float c = (1 - absolute(2 * HSL.l - 1)) * HSL.s;
float x = c * (1 - absolute(fmod(h1, 2) - 1));
switch(round_truncate(h1)) {
case 0:
rgb.r = c, rgb.g = x;
break;
case 1:
rgb.r = x, rgb.g = c;
break;
case 2:
rgb.g = c, rgb.b = x;
break;
case 3:
rgb.g = x, rgb.b = c;
break;
case 4:
rgb.r = x, rgb.b = c;
break;
case 5:
rgb.r = c, rgb.b = x;
break;
}
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float m = HSL.l - (c/2);
return vec3(rgb.r + m, rgb.g + m, rgb.b + m);
}
inline vec3 HsvToRgb(vec3 hsv)
{
int h = int(hsv.x * 6.0f);
float f = hsv.x * 6.0f - h;
float p = hsv.z * (1.0f - hsv.y);
float q = hsv.z * (1.0f - hsv.y * f);
float t = hsv.z * (1.0f - hsv.y * (1.0f - f));
vec3 rgb = vec3(0.0f, 0.0f, 0.0f);
switch(h % 6)
{
case 0:
rgb.r = hsv.z;
rgb.g = t;
rgb.b = p;
break;
case 1:
rgb.r = q;
rgb.g = hsv.z;
rgb.b = p;
break;
case 2:
rgb.r = p;
rgb.g = hsv.z;
rgb.b = t;
break;
case 3:
rgb.r = p;
rgb.g = q;
rgb.b = hsv.z;
break;
case 4:
rgb.r = t;
rgb.g = p;
rgb.b = hsv.z;
break;
case 5:
rgb.r = hsv.z;
rgb.g = p;
rgb.b = q;
break;
}
return rgb;
}
inline vec3 RgbToHsv(vec3 rgb)
{
float h_min = min(min(rgb.r, rgb.g), rgb.b);
float h_max = max(max(rgb.r, rgb.g), rgb.b);
// hue
float hue = 0.0f;
if(h_max == h_min)
hue = 0.0f;
else if(h_max == rgb.r)
hue = (rgb.g-rgb.b) / (h_max-h_min);
else if(h_max == rgb.g)
hue = 2.0f + (rgb.b-rgb.r) / (h_max-h_min);
else
hue = 4.0f + (rgb.r-rgb.g) / (h_max-h_min);
hue /= 6.0f;
if(hue < 0.0f)
hue += 1.0f;
// saturation
float s = 0.0f;
if(h_max != 0.0f)
s = (h_max - h_min)/h_max;
// lightness
float l = h_max;
return vec3(hue, s, l);
}
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inline vec3 RgbToHsl(vec3 rgb)
{
float Min = min(rgb.r, rgb.g, rgb.b);
float Max = max(rgb.r, rgb.g, rgb.b);
float c = Max - Min;
float h = RgbToHue(rgb);
float l = 0.5f * (Max + Min);
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float s = (Max != 0.0f && Min != 1.0f) ? (c/(1 - (absolute(2 * l - 1)))) : 0;
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return vec3(h, s, l);
}
/*
Function: HexToRgba
Converts Hex to Rgba
Remarks: Hex should be RGBA8
*/
inline vec4 HexToRgba(int hex)
{
vec4 c;
c.r = ((hex >> 24) & 0xFF) / 255.0f;
c.g = ((hex >> 16) & 0xFF) / 255.0f;
c.b = ((hex >> 8) & 0xFF) / 255.0f;
c.a = (hex & 0xFF) / 255.0f;
return c;
}
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inline vec3 UnpackColor(int v)
{
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return vec3(fmod(((v>>16)&0xff)/255.0f, 1.0f), ((v>>8)&0xff)/255.0f, 0.5f+(v&0xff)/255.0f*0.5f);
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}
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class color4_base : public vector3_base<float>
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{
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public:
float a;
using vector3_base::vector3_base;
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color4_base() {}
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color4_base(const vec4 &v4)
{
x = v4.x;
y = v4.y;
z = v4.z;
a = v4.w;
}
color4_base(float nx, float ny, float nz, float na)
{
x = nx;
y = ny;
z = nz;
a = na;
}
color4_base(int col)
{
a = ((col >> 24) & 0xFF) / 255.0f;
x = ((col >> 16) & 0xFF) / 255.0f;
y = ((col >> 8) & 0xFF) / 255.0f;
z = ((col >> 0) & 0xFF) / 255.0f;
}
int Pack()
{
return ((int)(a * 255.0f) << 24) + ((int)(x * 255.0f) << 16) + ((int)(y * 255.0f) << 8) + (int)(z * 255.0f);
}
};
class ColorHSLA : public color4_base
{
using color4_base::color4_base;
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void ClampLighting()
{
if(l < 0.5f)
l = 0.5f + l * 0.5f;
}
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};
class ColorRGBA : public color4_base
{
using color4_base::color4_base;
};
template <typename T, typename F> T color_cast(const F &f);
template <>
inline ColorHSLA color_cast(const ColorRGBA &rgb)
{
float Min = min(rgb.r, rgb.g, rgb.b);
float Max = max(rgb.r, rgb.g, rgb.b);
float c = Max - Min;
float h = RgbToHue(rgb);
float l = 0.5f * (Max + Min);
float s = (Max != 0.0f && Min != 1.0f) ? (c/(1 - (absolute(2 * l - 1)))) : 0;
std::cout << "H: " << h << " S: " << s << " L: " << l << " C: " << c << std::endl;
return ColorHSLA(h, s, l, rgb.a);
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}
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template <>
inline ColorRGBA color_cast(const ColorHSLA &hsl)
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{
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vec3 rgb = vec3(0, 0, 0);
float h1 = hsl.h * 6;
float c = (1 - absolute(2 * hsl.l - 1)) * hsl.s;
float x = c * (1 - absolute(fmod(h1, 2) - 1));
switch(round_truncate(h1)) {
case 0:
rgb.r = c, rgb.g = x;
break;
case 1:
rgb.r = x, rgb.g = c;
break;
case 2:
rgb.g = c, rgb.b = x;
break;
case 3:
rgb.g = x, rgb.b = c;
break;
case 4:
rgb.r = x, rgb.b = c;
break;
case 5:
rgb.r = c, rgb.b = x;
break;
}
float m = hsl.l - (c/2);
return ColorRGBA(rgb.r + m, rgb.g + m, rgb.b + m, hsl.a);
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}
#endif