| 1 | //************************************ bs::framework - Copyright 2018 Marko Pintera **************************************// |
| 2 | //*********** Licensed under the MIT license. See LICENSE.md for full terms. This notice is not to be removed. ***********// |
| 3 | #include "Image/BsColor.h" |
| 4 | #include "Math/BsMath.h" |
| 5 | |
| 6 | namespace bs |
| 7 | { |
| 8 | const Color Color::ZERO = Color(0.0f, 0.0f, 0.0f, 0.0f); |
| 9 | const Color Color::Black = Color(0.0f, 0.0f, 0.0f); |
| 10 | const Color Color::White = Color(1.0f, 1.0f, 1.0f); |
| 11 | const Color Color::Red = Color(1.0f, 0.0f, 0.0f); |
| 12 | const Color Color::Green = Color(0.0f, 1.0f, 0.0f); |
| 13 | const Color Color::Blue = Color(0.0f, 0.0f, 1.0f); |
| 14 | const Color Color::LightGray = Color(200.0f / 255.0f, 200.0f / 255.0f, 200.0f / 255.0f); |
| 15 | const Color Color::BansheeOrange = Color(1.0f, (168.0f/255.0f), 0.0f); |
| 16 | |
| 17 | Color Color::fromRGBA(RGBA val) |
| 18 | { |
| 19 | Color output; |
| 20 | const UINT32 val32 = val; |
| 21 | |
| 22 | output.a = ((val32 >> 24) & 0xFF) / 255.0f; |
| 23 | output.b = ((val32 >> 16) & 0xFF) / 255.0f; |
| 24 | output.g = ((val32 >> 8) & 0xFF) / 255.0f; |
| 25 | output.r = (val32 & 0xFF) / 255.0f; |
| 26 | |
| 27 | return output; |
| 28 | } |
| 29 | |
| 30 | Color Color::fromABGR(UINT32 val) |
| 31 | { |
| 32 | Color output; |
| 33 | const UINT32 val32 = val; |
| 34 | |
| 35 | output.r = ((val32 >> 24) & 0xFF) / 255.0f; |
| 36 | output.g = ((val32 >> 16) & 0xFF) / 255.0f; |
| 37 | output.b = ((val32 >> 8) & 0xFF) / 255.0f; |
| 38 | output.a = (val32 & 0xFF) / 255.0f; |
| 39 | |
| 40 | return output; |
| 41 | } |
| 42 | |
| 43 | Color Color::fromARGB(ARGB val) |
| 44 | { |
| 45 | Color output; |
| 46 | const UINT32 val32 = val; |
| 47 | |
| 48 | output.b = ((val32 >> 24) & 0xFF) / 255.0f; |
| 49 | output.g = ((val32 >> 16) & 0xFF) / 255.0f; |
| 50 | output.r = ((val32 >> 8) & 0xFF) / 255.0f; |
| 51 | output.a = (val32 & 0xFF) / 255.0f; |
| 52 | |
| 53 | return output; |
| 54 | } |
| 55 | |
| 56 | Color Color::fromBGRA(BGRA val) |
| 57 | { |
| 58 | Color output; |
| 59 | const UINT32 val32 = val; |
| 60 | |
| 61 | output.a = ((val32 >> 24) & 0xFF) / 255.0f; |
| 62 | output.r = ((val32 >> 16) & 0xFF) / 255.0f; |
| 63 | output.g = ((val32 >> 8) & 0xFF) / 255.0f; |
| 64 | output.b = (val32 & 0xFF) / 255.0f; |
| 65 | |
| 66 | return output; |
| 67 | } |
| 68 | |
| 69 | Color Color::fromHSB(float hue, float saturation, float brightness) |
| 70 | { |
| 71 | Color output; |
| 72 | |
| 73 | // wrap hue |
| 74 | if (hue > 1.0f) |
| 75 | hue -= (int)hue; |
| 76 | else if (hue < 0.0f) |
| 77 | hue += (int)hue + 1; |
| 78 | |
| 79 | // clamp saturation / brightness |
| 80 | saturation = std::min(saturation, (float)1.0); |
| 81 | saturation = std::max(saturation, (float)0.0); |
| 82 | brightness = std::min(brightness, (float)1.0); |
| 83 | brightness = std::max(brightness, (float)0.0); |
| 84 | |
| 85 | if (brightness == 0.0f) |
| 86 | { |
| 87 | // early exit, this has to be black |
| 88 | output.r = output.g = output.b = 0.0f; |
| 89 | return output; |
| 90 | } |
| 91 | |
| 92 | if (saturation == 0.0f) |
| 93 | { |
| 94 | // early exit, this has to be grey |
| 95 | |
| 96 | output.r = output.g = output.b = brightness; |
| 97 | return output; |
| 98 | } |
| 99 | |
| 100 | float hueDomain = hue * 6.0f; |
| 101 | if (hueDomain >= 6.0f) |
| 102 | { |
| 103 | // wrap around, and allow mathematical errors |
| 104 | hueDomain = 0.0f; |
| 105 | } |
| 106 | |
| 107 | const auto domain = (unsigned short)hueDomain; |
| 108 | const float f1 = brightness * (1 - saturation); |
| 109 | const float f2 = brightness * (1 - saturation * (hueDomain - domain)); |
| 110 | const float f3 = brightness * (1 - saturation * (1 - (hueDomain - domain))); |
| 111 | |
| 112 | switch (domain) |
| 113 | { |
| 114 | case 0: |
| 115 | // red domain; green ascends |
| 116 | output.r = brightness; |
| 117 | output.g = f3; |
| 118 | output.b = f1; |
| 119 | break; |
| 120 | case 1: |
| 121 | // yellow domain; red descends |
| 122 | output.r = f2; |
| 123 | output.g = brightness; |
| 124 | output.b = f1; |
| 125 | break; |
| 126 | case 2: |
| 127 | // green domain; blue ascends |
| 128 | output.r = f1; |
| 129 | output.g = brightness; |
| 130 | output.b = f3; |
| 131 | break; |
| 132 | case 3: |
| 133 | // cyan domain; green descends |
| 134 | output.r = f1; |
| 135 | output.g = f2; |
| 136 | output.b = brightness; |
| 137 | break; |
| 138 | case 4: |
| 139 | // blue domain; red ascends |
| 140 | output.r = f3; |
| 141 | output.g = f1; |
| 142 | output.b = brightness; |
| 143 | break; |
| 144 | case 5: |
| 145 | // magenta domain; blue descends |
| 146 | output.r = brightness; |
| 147 | output.g = f1; |
| 148 | output.b = f2; |
| 149 | break; |
| 150 | } |
| 151 | |
| 152 | return output; |
| 153 | } |
| 154 | |
| 155 | ABGR Color::getAsABGR() const |
| 156 | { |
| 157 | UINT8 val8; |
| 158 | UINT32 val32 = 0; |
| 159 | |
| 160 | // Convert to 32bit pattern |
| 161 | // (RGBA = 8888) |
| 162 | |
| 163 | // Red |
| 164 | val8 = static_cast<UINT8>(r * 255); |
| 165 | val32 = val8 << 24; |
| 166 | |
| 167 | // Green |
| 168 | val8 = static_cast<UINT8>(g * 255); |
| 169 | val32 += val8 << 16; |
| 170 | |
| 171 | // Blue |
| 172 | val8 = static_cast<UINT8>(b * 255); |
| 173 | val32 += val8 << 8; |
| 174 | |
| 175 | // Alpha |
| 176 | val8 = static_cast<UINT8>(a * 255); |
| 177 | val32 += val8; |
| 178 | |
| 179 | return val32; |
| 180 | } |
| 181 | |
| 182 | BGRA Color::getAsBGRA() const |
| 183 | { |
| 184 | UINT8 val8; |
| 185 | UINT32 val32 = 0; |
| 186 | |
| 187 | // Convert to 32bit pattern |
| 188 | // (ARGB = 8888) |
| 189 | |
| 190 | // Alpha |
| 191 | val8 = static_cast<UINT8>(a * 255); |
| 192 | val32 = val8 << 24; |
| 193 | |
| 194 | // Red |
| 195 | val8 = static_cast<UINT8>(r * 255); |
| 196 | val32 += val8 << 16; |
| 197 | |
| 198 | // Green |
| 199 | val8 = static_cast<UINT8>(g * 255); |
| 200 | val32 += val8 << 8; |
| 201 | |
| 202 | // Blue |
| 203 | val8 = static_cast<UINT8>(b * 255); |
| 204 | val32 += val8; |
| 205 | |
| 206 | return val32; |
| 207 | } |
| 208 | |
| 209 | ARGB Color::getAsARGB() const |
| 210 | { |
| 211 | UINT8 val8; |
| 212 | UINT32 val32 = 0; |
| 213 | |
| 214 | // Convert to 32bit pattern |
| 215 | // (ARGB = 8888) |
| 216 | |
| 217 | // Blue |
| 218 | val8 = static_cast<UINT8>(b * 255); |
| 219 | val32 = val8 << 24; |
| 220 | |
| 221 | // Green |
| 222 | val8 = static_cast<UINT8>(g * 255); |
| 223 | val32 += val8 << 16; |
| 224 | |
| 225 | // Red |
| 226 | val8 = static_cast<UINT8>(r * 255); |
| 227 | val32 += val8 << 8; |
| 228 | |
| 229 | // Alpha |
| 230 | val8 = static_cast<UINT8>(a * 255); |
| 231 | val32 += val8; |
| 232 | |
| 233 | |
| 234 | return val32; |
| 235 | } |
| 236 | |
| 237 | RGBA Color::getAsRGBA() const |
| 238 | { |
| 239 | UINT8 val8; |
| 240 | UINT32 val32 = 0; |
| 241 | |
| 242 | // Convert to 32bit pattern |
| 243 | // (ABRG = 8888) |
| 244 | |
| 245 | // Alpha |
| 246 | val8 = static_cast<UINT8>(a * 255); |
| 247 | val32 = val8 << 24; |
| 248 | |
| 249 | // Blue |
| 250 | val8 = static_cast<UINT8>(b * 255); |
| 251 | val32 += val8 << 16; |
| 252 | |
| 253 | // Green |
| 254 | val8 = static_cast<UINT8>(g * 255); |
| 255 | val32 += val8 << 8; |
| 256 | |
| 257 | // Red |
| 258 | val8 = static_cast<UINT8>(r * 255); |
| 259 | val32 += val8; |
| 260 | |
| 261 | |
| 262 | return val32; |
| 263 | } |
| 264 | |
| 265 | bool Color::operator==(const Color& rhs) const |
| 266 | { |
| 267 | return (r == rhs.r && |
| 268 | g == rhs.g && |
| 269 | b == rhs.b && |
| 270 | a == rhs.a); |
| 271 | } |
| 272 | |
| 273 | bool Color::operator!=(const Color& rhs) const |
| 274 | { |
| 275 | return !(*this == rhs); |
| 276 | } |
| 277 | |
| 278 | void Color::getHSB(float* hue, float* saturation, float* brightness) const |
| 279 | { |
| 280 | float vMin = std::min(r, std::min(g, b)); |
| 281 | float vMax = std::max(r, std::max(g, b)); |
| 282 | float delta = vMax - vMin; |
| 283 | |
| 284 | *brightness = vMax; |
| 285 | |
| 286 | if (Math::approxEquals(delta, 0.0f, 1e-6f)) |
| 287 | { |
| 288 | // grey |
| 289 | *hue = 0; |
| 290 | *saturation = 0; |
| 291 | } |
| 292 | else |
| 293 | { |
| 294 | // a colour |
| 295 | *saturation = delta / vMax; |
| 296 | |
| 297 | float deltaR = (((vMax - r) / 6.0f) + (delta / 2.0f)) / delta; |
| 298 | float deltaG = (((vMax - g) / 6.0f) + (delta / 2.0f)) / delta; |
| 299 | float deltaB = (((vMax - b) / 6.0f) + (delta / 2.0f)) / delta; |
| 300 | |
| 301 | if (Math::approxEquals(r, vMax)) |
| 302 | *hue = deltaB - deltaG; |
| 303 | else if (Math::approxEquals(g, vMax)) |
| 304 | *hue = 0.3333333f + deltaR - deltaB; |
| 305 | else if (Math::approxEquals(b, vMax)) |
| 306 | *hue = 0.6666667f + deltaG - deltaR; |
| 307 | |
| 308 | if (*hue < 0.0f) |
| 309 | *hue += 1.0f; |
| 310 | if (*hue > 1.0f) |
| 311 | *hue -= 1.0f; |
| 312 | } |
| 313 | } |
| 314 | |
| 315 | Color Color::lerp(float t, const Color& a, const Color& b) |
| 316 | { |
| 317 | t = Math::clamp01(t); |
| 318 | return Color(a.r + (b.r - a.r) * t, |
| 319 | a.g + (b.g - a.g) * t, |
| 320 | a.b + (b.b - a.b) * t, |
| 321 | a.a + (b.a - a.a) * t); |
| 322 | } |
| 323 | } |
| 324 | |
| 325 | |