#ifndef BASE_COLOR_H #define BASE_COLOR_H #include #include /* 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; } // Curiously Recurring Template Pattern for type safety template 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() : x(), y(), z(), a() { } 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() const { return vec4(x, y, z, a); } operator vec4() const { return vec4(x, y, z, a); } float &operator[](int index) { return ((float *)this)[index]; } bool operator==(const color4_base &col) const { return x == col.x && y == col.y && z == col.z && a == col.a; } bool operator!=(const color4_base &col) const { return x != col.x || y != col.y || z != col.z || a != col.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); } DerivedT WithAlpha(float alpha) { DerivedT col(static_cast(*this)); col.a = alpha; return col; } }; class ColorHSLA : public color4_base { public: using color4_base::color4_base; ColorHSLA(){}; constexpr static const float DARKEST_LGT = 0.5f; ColorHSLA UnclampLighting(float Darkest = DARKEST_LGT) { ColorHSLA col = *this; col.l = Darkest + col.l * (1.0f - Darkest); return col; } unsigned Pack(bool Alpha = true) { return color4_base::Pack(Alpha); } unsigned Pack(float Darkest, bool Alpha = false) { ColorHSLA col = *this; col.l = (l - Darkest) / (1 - Darkest); col.l = clamp(col.l, 0.0f, 1.0f); return col.Pack(Alpha); } }; class ColorHSVA : public color4_base { public: using color4_base::color4_base; ColorHSVA(){}; }; class ColorRGBA : public color4_base { public: using color4_base::color4_base; ColorRGBA(){}; }; template T color_cast(const 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.f - absolute(2 * hsl.l - 1)) * hsl.s; float x = c * (1.f - absolute(fmodf(h1, 2) - 1.f)); 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 T &col, float s) { return T(col.x * s, col.y * s, col.z * s, col.a * s); } template T color_invert(const T &col) { return T(1.0f - col.x, 1.0f - col.y, 1.0f - col.z, 1.0f - col.a); } #endif