#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