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304 | /**************************************************************************/
/* color.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#ifndef COLOR_H
#define COLOR_H
#include "core/math/math_funcs.h"
class String;
struct [[nodiscard]] Color {
union {
struct {
float r;
float g;
float b;
float a;
};
float components[4] = { 0, 0, 0, 1.0 };
};
uint32_t to_rgba32() const;
uint32_t to_argb32() const;
uint32_t to_abgr32() const;
uint64_t to_rgba64() const;
uint64_t to_argb64() const;
uint64_t to_abgr64() const;
String to_html(bool p_alpha = true) const;
float get_h() const;
float get_s() const;
float get_v() const;
void set_hsv(float p_h, float p_s, float p_v, float p_alpha = 1.0f);
float get_ok_hsl_h() const;
float get_ok_hsl_s() const;
float get_ok_hsl_l() const;
void set_ok_hsl(float p_h, float p_s, float p_l, float p_alpha = 1.0f);
_FORCE_INLINE_ float &operator[](int p_idx) {
return components[p_idx];
}
_FORCE_INLINE_ const float &operator[](int p_idx) const {
return components[p_idx];
}
bool operator==(const Color &p_color) const {
return (r == p_color.r && g == p_color.g && b == p_color.b && a == p_color.a);
}
bool operator!=(const Color &p_color) const {
return (r != p_color.r || g != p_color.g || b != p_color.b || a != p_color.a);
}
Color operator+(const Color &p_color) const;
void operator+=(const Color &p_color);
Color operator-() const;
Color operator-(const Color &p_color) const;
void operator-=(const Color &p_color);
Color operator*(const Color &p_color) const;
Color operator*(float p_scalar) const;
void operator*=(const Color &p_color);
void operator*=(float p_scalar);
Color operator/(const Color &p_color) const;
Color operator/(float p_scalar) const;
void operator/=(const Color &p_color);
void operator/=(float p_scalar);
bool is_equal_approx(const Color &p_color) const;
Color clamp(const Color &p_min = Color(0, 0, 0, 0), const Color &p_max = Color(1, 1, 1, 1)) const;
void invert();
Color inverted() const;
_FORCE_INLINE_ float get_luminance() const {
return 0.2126f * r + 0.7152f * g + 0.0722f * b;
}
_FORCE_INLINE_ Color lerp(const Color &p_to, float p_weight) const {
Color res = *this;
res.r = Math::lerp(res.r, p_to.r, p_weight);
res.g = Math::lerp(res.g, p_to.g, p_weight);
res.b = Math::lerp(res.b, p_to.b, p_weight);
res.a = Math::lerp(res.a, p_to.a, p_weight);
return res;
}
_FORCE_INLINE_ Color darkened(float p_amount) const {
Color res = *this;
res.r = res.r * (1.0f - p_amount);
res.g = res.g * (1.0f - p_amount);
res.b = res.b * (1.0f - p_amount);
return res;
}
_FORCE_INLINE_ Color lightened(float p_amount) const {
Color res = *this;
res.r = res.r + (1.0f - res.r) * p_amount;
res.g = res.g + (1.0f - res.g) * p_amount;
res.b = res.b + (1.0f - res.b) * p_amount;
return res;
}
_FORCE_INLINE_ uint32_t to_rgbe9995() const {
// https://github.com/microsoft/DirectX-Graphics-Samples/blob/v10.0.19041.0/MiniEngine/Core/Color.cpp
static const float kMaxVal = float(0x1FF << 7);
static const float kMinVal = float(1.f / (1 << 16));
// Clamp RGB to [0, 1.FF*2^16]
const float _r = CLAMP(r, 0.0f, kMaxVal);
const float _g = CLAMP(g, 0.0f, kMaxVal);
const float _b = CLAMP(b, 0.0f, kMaxVal);
// Compute the maximum channel, no less than 1.0*2^-15
const float MaxChannel = MAX(MAX(_r, _g), MAX(_b, kMinVal));
// Take the exponent of the maximum channel (rounding up the 9th bit) and
// add 15 to it. When added to the channels, it causes the implicit '1.0'
// bit and the first 8 mantissa bits to be shifted down to the low 9 bits
// of the mantissa, rounding the truncated bits.
union {
float f;
uint32_t i;
} R, G, B, E;
E.f = MaxChannel;
E.i += 0x07804000; // Add 15 to the exponent and 0x4000 to the mantissa
E.i &= 0x7F800000; // Zero the mantissa
// This shifts the 9-bit values we need into the lowest bits, rounding as
// needed. Note that if the channel has a smaller exponent than the max
// channel, it will shift even more. This is intentional.
R.f = _r + E.f;
G.f = _g + E.f;
B.f = _b + E.f;
// Convert the Bias to the correct exponent in the upper 5 bits.
E.i <<= 4;
E.i += 0x10000000;
// Combine the fields. RGB floats have unwanted data in the upper 9
// bits. Only red needs to mask them off because green and blue shift
// it out to the left.
return E.i | (B.i << 18U) | (G.i << 9U) | (R.i & 511U);
}
_FORCE_INLINE_ Color blend(const Color &p_over) const {
Color res;
float sa = 1.0f - p_over.a;
res.a = a * sa + p_over.a;
if (res.a == 0) {
return Color(0, 0, 0, 0);
} else {
res.r = (r * a * sa + p_over.r * p_over.a) / res.a;
res.g = (g * a * sa + p_over.g * p_over.a) / res.a;
res.b = (b * a * sa + p_over.b * p_over.a) / res.a;
}
return res;
}
_FORCE_INLINE_ Color srgb_to_linear() const {
return Color(
r < 0.04045f ? r * (1.0f / 12.92f) : Math::pow(float((r + 0.055) * (1.0 / (1.0 + 0.055))), 2.4f),
g < 0.04045f ? g * (1.0f / 12.92f) : Math::pow(float((g + 0.055) * (1.0 / (1.0 + 0.055))), 2.4f),
b < 0.04045f ? b * (1.0f / 12.92f) : Math::pow(float((b + 0.055) * (1.0 / (1.0 + 0.055))), 2.4f),
a);
}
_FORCE_INLINE_ Color linear_to_srgb() const {
return Color(
r < 0.0031308f ? 12.92f * r : (1.0 + 0.055) * Math::pow(r, 1.0f / 2.4f) - 0.055,
g < 0.0031308f ? 12.92f * g : (1.0 + 0.055) * Math::pow(g, 1.0f / 2.4f) - 0.055,
b < 0.0031308f ? 12.92f * b : (1.0 + 0.055) * Math::pow(b, 1.0f / 2.4f) - 0.055, a);
}
static Color hex(uint32_t p_hex);
static Color hex64(uint64_t p_hex);
static Color html(const String &p_rgba);
static bool html_is_valid(const String &p_color);
static Color named(const String &p_name);
static Color named(const String &p_name, const Color &p_default);
static int find_named_color(const String &p_name);
static int get_named_color_count();
static String get_named_color_name(int p_idx);
static Color get_named_color(int p_idx);
static Color from_string(const String &p_string, const Color &p_default);
static Color from_hsv(float p_h, float p_s, float p_v, float p_alpha = 1.0f);
static Color from_ok_hsl(float p_h, float p_s, float p_l, float p_alpha = 1.0f);
static Color from_rgbe9995(uint32_t p_rgbe);
_FORCE_INLINE_ bool operator<(const Color &p_color) const; // Used in set keys.
operator String() const;
// For the binder.
_FORCE_INLINE_ void set_r8(int32_t r8) { r = (CLAMP(r8, 0, 255) / 255.0f); }
_FORCE_INLINE_ int32_t get_r8() const { return int32_t(CLAMP(Math::round(r * 255.0f), 0.0f, 255.0f)); }
_FORCE_INLINE_ void set_g8(int32_t g8) { g = (CLAMP(g8, 0, 255) / 255.0f); }
_FORCE_INLINE_ int32_t get_g8() const { return int32_t(CLAMP(Math::round(g * 255.0f), 0.0f, 255.0f)); }
_FORCE_INLINE_ void set_b8(int32_t b8) { b = (CLAMP(b8, 0, 255) / 255.0f); }
_FORCE_INLINE_ int32_t get_b8() const { return int32_t(CLAMP(Math::round(b * 255.0f), 0.0f, 255.0f)); }
_FORCE_INLINE_ void set_a8(int32_t a8) { a = (CLAMP(a8, 0, 255) / 255.0f); }
_FORCE_INLINE_ int32_t get_a8() const { return int32_t(CLAMP(Math::round(a * 255.0f), 0.0f, 255.0f)); }
_FORCE_INLINE_ void set_h(float p_h) { set_hsv(p_h, get_s(), get_v(), a); }
_FORCE_INLINE_ void set_s(float p_s) { set_hsv(get_h(), p_s, get_v(), a); }
_FORCE_INLINE_ void set_v(float p_v) { set_hsv(get_h(), get_s(), p_v, a); }
_FORCE_INLINE_ void set_ok_hsl_h(float p_h) { set_ok_hsl(p_h, get_ok_hsl_s(), get_ok_hsl_l(), a); }
_FORCE_INLINE_ void set_ok_hsl_s(float p_s) { set_ok_hsl(get_ok_hsl_h(), p_s, get_ok_hsl_l(), a); }
_FORCE_INLINE_ void set_ok_hsl_l(float p_l) { set_ok_hsl(get_ok_hsl_h(), get_ok_hsl_s(), p_l, a); }
_FORCE_INLINE_ Color() {}
/**
* RGBA construct parameters.
* Alpha is not optional as otherwise we can't bind the RGB version for scripting.
*/
_FORCE_INLINE_ Color(float p_r, float p_g, float p_b, float p_a) {
r = p_r;
g = p_g;
b = p_b;
a = p_a;
}
/**
* RGB construct parameters.
*/
_FORCE_INLINE_ Color(float p_r, float p_g, float p_b) {
r = p_r;
g = p_g;
b = p_b;
a = 1.0f;
}
/**
* Construct a Color from another Color, but with the specified alpha value.
*/
_FORCE_INLINE_ Color(const Color &p_c, float p_a) {
r = p_c.r;
g = p_c.g;
b = p_c.b;
a = p_a;
}
Color(const String &p_code) {<--- Struct 'Color' has a constructor with 1 argument that is not explicit. [+]Struct 'Color' has a constructor with 1 argument that is not explicit. Such constructors should in general be explicit for type safety reasons. Using the explicit keyword in the constructor means some mistakes when using the class can be avoided.
if (html_is_valid(p_code)) {
*this = html(p_code);
} else {
*this = named(p_code);
}
}
Color(const String &p_code, float p_a) {
*this = Color(p_code);
a = p_a;
}
};
bool Color::operator<(const Color &p_color) const {
if (r == p_color.r) {
if (g == p_color.g) {
if (b == p_color.b) {
return (a < p_color.a);
} else {
return (b < p_color.b);
}
} else {
return g < p_color.g;
}
} else {
return r < p_color.r;
}
}
_FORCE_INLINE_ Color operator*(float p_scalar, const Color &p_color) {
return p_color * p_scalar;
}
#endif // COLOR_H
|