ddnet/src/base/color.h
Dennis Felsing 37ef24225e Clean up color handling a bit
- SetAlpha should be called WithAlpha and only works for RGBA
- Fix type correctness of color_scale and introduce color_invert
- Nicer hook coll color handling in RenderPlayer
- Use CRTP to have type safe WithAlpha, otherwise this would compile:
  ColorHSLA = WithAlpha(ColorRGBA(1.0f, 1.0f, 1.0f));
2019-12-03 11:32:55 +01:00

245 lines
4.3 KiB
C++

#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;
}
// Curiously Recurring Template Pattern for type safety
template <typename DerivedT>
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);
}
DerivedT WithAlpha(float alpha)
{
DerivedT col(static_cast<DerivedT&>(*this));
col.a = alpha;
return col;
}
};
class ColorHSLA : public color4_base<ColorHSLA>
{
public:
bool m_Lit = false;
using color4_base::color4_base;
ColorHSLA() {};
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<ColorHSVA>
{
public:
using color4_base::color4_base;
ColorHSVA() {};
};
class ColorRGBA : public color4_base<ColorRGBA>
{
public:
using color4_base::color4_base;
ColorRGBA() {};
};
template <typename T, typename F> 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<ColorRGBA>(color_cast<ColorHSLA>(hsv));
}
template <>
inline ColorHSVA color_cast(const ColorRGBA &rgb)
{
return color_cast<ColorHSVA>(color_cast<ColorHSLA>(rgb));
}
template <typename T>
T color_scale(const T &col, float s)
{
return T(col.x * s, col.y * s, col.z * s, col.a * s);
}
template <typename T>
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