#ifndef BASE_COLOR_H #define BASE_COLOR_H #include "math.h" #include "vmath.h" /* Title: Color handling */ /* Function: RgbToHue Determines the hue from RGB values */ inline float RgbToHue(vec3 rgb) { float h_min = min(rgb.r, rgb.g, rgb.b); float h_max = max(rgb.r, rgb.g, rgb.b); float hue = 0.0f; 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; } return hue / 6.0f; } /* 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; } class color4_base : public vector3_base { public: float a; using vector3_base::vector3_base; color4_base() {} color4_base(const vec4 &v4) { x = v4.x; y = v4.y; z = v4.z; a = v4.w; } color4_base(const vec3 &v3) { x = v3.x; y = v3.y; z = v3.z; a = 1.0f; } color4_base(float nx, float ny, float nz, float na) { x = nx; y = ny; z = nz; a = na; } color4_base(unsigned 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; } unsigned Pack() { return ((unsigned)(a * 255.0f) << 24) + ((unsigned)(x * 255.0f) << 16) + ((unsigned)(y * 255.0f) << 8) + (unsigned)(z * 255.0f); } }; class ColorHSLA : public color4_base { using color4_base::color4_base; void ClampLighting() { if(l < 0.5f) l = 0.5f + l * 0.5f; } }; class ColorHSVA : public color4_base { using color4_base::color4_base; }; class ColorRGBA : public color4_base { using color4_base::color4_base; }; template T color_cast(const F &f) = delete; 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; return ColorHSLA(h, s, l, rgb.a); } template <> inline ColorRGBA color_cast(const ColorHSLA &hsl) { 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); } template <> inline ColorHSLA color_cast(const ColorHSVA &hsv) { float l = hsv.v * (1 - hsv.s * 0.5f); return ColorHSLA(hsv.h, (l == 0.0f || l == 1.0f) ? 0 : (hsv.v - l)/min(l, 1 - l), l); } template <> inline ColorHSVA color_cast(const ColorHSLA &hsl) { float v = hsl.l + hsl.s * min(hsl.l, 1 - hsl.l); return ColorHSVA(hsl.h, v == 0.0f ? 0 : 2 - (2 * hsl.l / v), v); } template <> inline ColorRGBA color_cast(const ColorHSVA &hsv) { return color_cast(color_cast(hsv)); } template <> inline ColorHSVA color_cast(const ColorRGBA &rgb) { return color_cast(color_cast(rgb)); } #endif