#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(float r, float g, float b) { float h_min = minimum(r, g, b); float h_max = maximum(r, g, b); float hue = 0.0f; if(h_max != h_min) { float c = h_max - h_min; if(h_max == r) hue = (g - b) / c + (g < b ? 6 : 0); else if(h_max == g) hue = (b - r) / c + 2; else hue = (r - g) / c + 4; } return hue / 6.0f; } class color4_base { public: union { float x, r, h; }; union { float y, g, s; }; union { float z, b, l, v; }; union { float w, a; }; 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(float nx, float ny, float nz) { x = nx; y = ny; z = nz; a = 1.0f; } color4_base(unsigned col, bool alpha = false) { a = alpha ? ((col >> 24) & 0xFF) / 255.0f : 1.0f; x = ((col >> 16) & 0xFF) / 255.0f; y = ((col >> 8) & 0xFF) / 255.0f; z = ((col >> 0) & 0xFF) / 255.0f; } vec4 v4() { return vec4(x, y, z, a); }; unsigned Pack(bool Alpha = true) { return (Alpha ? ((unsigned)(a * 255.0f) << 24) : 0) + ((unsigned)(x * 255.0f) << 16) + ((unsigned)(y * 255.0f) << 8) + (unsigned)(z * 255.0f); } color4_base SetAlpha(float alpha) { color4_base col; col = *this; col.a = alpha; return col; } }; class ColorHSLA : public color4_base { public: bool m_Lit = false; using color4_base::color4_base; ColorHSLA() {}; ColorHSLA(color4_base b): color4_base(b) {}; ColorHSLA Lighten() { if(m_Lit) return *this; ColorHSLA col = *this; col.l = 0.5f + l * 0.5f; col.m_Lit = true; return col; }; ColorHSLA Darken() { if(!m_Lit) return *this; ColorHSLA col = *this; col.l = (l - 0.5f) * 2; col.m_Lit = false; return col; } unsigned Pack(bool Alpha = true) { if(m_Lit) return Darken().color4_base::Pack(Alpha); else return color4_base::Pack(Alpha); } }; class ColorHSVA : public color4_base { public: using color4_base::color4_base; ColorHSVA() {}; ColorHSVA(color4_base b): color4_base(b) {}; }; class ColorRGBA : public color4_base { public: using color4_base::color4_base; ColorRGBA() {}; ColorRGBA(color4_base b): color4_base(b) {}; }; template T color_cast(const F &f) = delete; template <> inline ColorHSLA color_cast(const ColorRGBA &rgb) { float Min = minimum(rgb.r, rgb.g, rgb.b); float Max = maximum(rgb.r, rgb.g, rgb.b); float c = Max - Min; float h = RgbToHue(rgb.r, rgb.g, rgb.b); 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: case 6: 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)/minimum(l, 1 - l), l); } template <> inline ColorHSVA color_cast(const ColorHSLA &hsl) { float v = hsl.l + hsl.s * minimum(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)); } template T color_scale(const color4_base &col, float s) { return T(col.x * s, col.y * s, col.z * s, col.a * s); } #endif