vcglib/vcg/space/color4.h

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/****************************************************************************
* VCGLib o o *
* Visual and Computer Graphics Library o o *
* _ O _ *
* Copyright(C) 2004 \/)\/ *
* Visual Computing Lab /\/| *
* ISTI - Italian National Research Council | *
* \ *
* All rights reserved. *
* *
* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
* This program is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
* for more details. *
* *
****************************************************************************/
#ifndef __VCGLIB_COLOR4
#define __VCGLIB_COLOR4
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#include <vcg/space/point3.h>
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#include <vcg/space/point4.h>
namespace vcg {
/** \addtogroup space */
/*@{*/
/**
The templated class for representing 4 entity color.
The class is templated over the ScalarType. class that is used to represent color with float or with unsigned chars. All the usual
operator overloading (* + - ...) is present.
*/
template <class T>
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class Color4 : public Point4<T>
{
typedef Point4<T> Base;
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public:
/// Constant for storing standard colors.
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/// Each color is stored in a simple in so that the bit pattern match with the one of Color4b.
enum ColorConstant {
Black = 0xff000000,
Gray = 0xff808080,
White = 0xffffffff,
Red = 0xff0000ff,
Green = 0xff00ff00,
Blue = 0xffff0000,
Cyan = 0xffffff00,
Yellow = 0xff00ffff,
Magenta = 0xffff00ff,
LightGray =0xffc0c0c0,
LightRed =0xff8080ff,
LightGreen =0xff80ff80,
LightBlue =0xffff8080,
DarkGray =0xff404040,
DarkRed =0xff000040,
DarkGreen =0xff004000,
DarkBlue =0xff400000
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};
inline Color4 ( const T nx, const T ny, const T nz , const T nw ) :Point4<T>(nx,ny,nz,nw) {}
inline Color4 ( const Point4<T> &c) :Point4<T>(c) {}
inline Color4 (){}
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inline Color4 (ColorConstant cc);
template <class Q>
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inline void Import(const Color4<Q> & b )
{
(*this)[0] = T(b[0]);
(*this)[1] = T(b[1]);
(*this)[2] = T(b[2]);
(*this)[3] = T(b[3]);
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}
template <class Q>
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inline void Import(const Point4<Q> & b )
{
(*this)[0] = T(b[0]);
(*this)[1] = T(b[1]);
(*this)[2] = T(b[2]);
(*this)[3] = T(b[3]);
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}
template <class Q>
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static inline Color4 Construct( const Color4<Q> & b )
{
return Color4(T(b[0]),T(b[1]),T(b[2]),T(b[3]));
}
//inline void Import(const Color4<float> &b);
//inline void Import(const Color4<unsigned char> &b);
inline Color4 operator + ( const Color4 & p) const
{
return Color4( (*this)[0]+p.V()[0], (*this)[1]+p.V()[1], (*this)[2]+p.V()[2], (*this)[3]+p.V()[3] );
}
inline void lerp(const Color4 &c0, const Color4 &c1, const float x)
{
assert(x>=0);
assert(x<=1);
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(*this)[0]=(T)(c1.V()[0]*x + c0.V()[0]*(1.0f-x));
(*this)[1]=(T)(c1.V()[1]*x + c0.V()[1]*(1.0f-x));
(*this)[2]=(T)(c1.V()[2]*x + c0.V()[2]*(1.0f-x));
(*this)[3]=(T)(c1.V()[3]*x + c0.V()[3]*(1.0f-x));
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}
inline void lerp(const Color4 &c0, const Color4 &c1, const Color4 &c2, const Point3f &ip)
{
assert(fabs(ip[0]+ip[1]+ip[2]-1)<0.00001);
(*this)[0]=(T)(c0[0]*ip[0] + c1[0]*ip[1]+ c2[0]*ip[2]);
(*this)[1]=(T)(c0[1]*ip[0] + c1[1]*ip[1]+ c2[1]*ip[2]);
(*this)[2]=(T)(c0[2]*ip[0] + c1[2]*ip[1]+ c2[2]*ip[2]);
(*this)[3]=(T)(c0[3]*ip[0] + c1[3]*ip[1]+ c2[3]*ip[2]);
}
/// given a float and a range set the corresponding color in the well known red->green->blue color ramp. To reverse the direction of the ramp just swap minf and maxf.
inline void SetColorRamp(const float &minf,const float &maxf ,float v )
{
if(minf>maxf) { SetColorRamp(maxf,minf,maxf+(minf-v)); return; }
float step=(maxf-minf)/4;
if(v < minf ) { *this=Color4<T>(Color4<T>::Red); return; }
v-=minf;
if(v<step) { lerp(Color4<T>(Color4<T>::Red), Color4<T>(Color4<T>::Yellow),v/step); return;}
v-=step;
if(v<step) { lerp(Color4<T>(Color4<T>::Yellow),Color4<T>(Color4<T>::Green), v/step); return;}
v-=step;
if(v<step) { lerp(Color4<T>(Color4<T>::Green), Color4<T>(Color4<T>::Cyan), v/step); return;}
v-=step;
if(v<step) { lerp(Color4<T>(Color4<T>::Cyan), Color4<T>(Color4<T>::Blue), v/step); return;}
*this= Color4<T>(Color4<T>::Blue);
}
void SetHSVColor( float h, float s, float v)
{
float r,g,b;
if(s==0.0){ // gray color
r = g = b = v;
(*this)[0]=(unsigned char)(255*r);
(*this)[1]=(unsigned char)(255*g);
(*this)[2]=(unsigned char)(255*b);
(*this)[3]=255;
return;
}
if(h==1.0) h = 0.0;
int i = int( floor(h*6.0) );
float f = float(h*6.0f - floor(h*6.0f));
float p = v*(1.0f-s);
float q = v*(1.0f-s*f);
float t = v*(1.0f-s*(1.0f-f));
switch(i)
{
case 0: r=v; g=t; b=p; break;
case 1: r=q; g=v; b=p; break;
case 2: r=p; g=v; b=t; break;
case 3: r=p; g=q; b=v; break;
case 4: r=t; g=p; b=v; break;
case 5: r=v; g=p; b=q; break;
default: r=0;g=0;b=0; assert(0);break;
}
(*this)[0]=(unsigned char)(255*r);
(*this)[1]=(unsigned char)(255*g);
(*this)[2]=(unsigned char)(255*b);
(*this)[3]=255;
}
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inline static Color4 GrayShade(float f)
{
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return Color4(f,f,f,1);
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}
inline void SetGrayShade(float f)
{
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Import(Color4<float>(f,f,f,1));
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}
/** Given an integer returns a well ordering of colors
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// so that every color differs as much as possible form the previous one
// params:
// range is the maximum expected value (max of the range)
// value is the requested position (it must be <range);
*/
inline static Color4 Scatter(int range, int value,float Sat=.3f,float Val=.9f)
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{
int b, k, m=range;
int r =range;
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for (b=0, k=1; k<range; k<<=1)
if (value<<1>=m) {
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if (b==0) r = k;
b += k;
value -= (m+1)>>1;
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m >>= 1;
}
else m = (m+1)>>1;
if (r>range-b) r = range-b;
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//TRACE("Scatter range 0..%i, in %i out %i\n",n,a,b);
Color4 rc;
rc.SetHSVColor(float(b)/float(range),Sat,Val);
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return rc;
}
inline static Color4 ColorRamp(const float &minf,const float &maxf ,float v )
{
Color4 rc;
rc.SetColorRamp(minf,maxf,v);
return rc;
}
inline static unsigned short ToUnsignedB5G5R5(Color4 &) { return 0;}
inline static unsigned short ToUnsignedR5G5B5(Color4 &) { return 0;}
inline static Color4 FromUnsignedB5G5R5(unsigned short)
{
return Color4(Color4::White);
}
inline static Color4 FromUnsignedR5G5B5(unsigned short)
{
return Color4(Color4::White);
}
}; /// END CLASS ///////////////////
template <> template <>
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inline void Color4<float>::Import(const Color4<unsigned char> &b)
{
(*this)[0]=b[0]/255.0f;
(*this)[1]=b[1]/255.0f;
(*this)[2]=b[2]/255.0f;
(*this)[3]=b[3]/255.0f;
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}
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template <> template <>
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inline void Color4<unsigned char>::Import(const Color4<float> &b)
{
(*this)[0]=(unsigned char)(b[0]*255.0f);
(*this)[1]=(unsigned char)(b[1]*255.0f);
(*this)[2]=(unsigned char)(b[2]*255.0f);
(*this)[3]=(unsigned char)(b[3]*255.0f);
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}
template <> template <>
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inline void Color4<unsigned char>::Import(const Point4<float> &b)
{
(*this)[0]=(unsigned char)(b[0]*255.0f);
(*this)[1]=(unsigned char)(b[1]*255.0f);
(*this)[2]=(unsigned char)(b[2]*255.0f);
(*this)[3]=(unsigned char)(b[3]*255.0f);
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}
template <> template <>
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inline Color4<unsigned char> Color4<unsigned char>::Construct( const Color4<float> & b )
{
return Color4<unsigned char>(
(unsigned char)(b[0]*255.0f),
(unsigned char)(b[1]*255.0f),
(unsigned char)(b[2]*255.0f),
(unsigned char)(b[3]*255.0f));
}
template <> template <>
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inline Color4<float> Color4<float>::Construct( const Color4<unsigned char> & b )
{
return Color4<float>(
(float)(b[0])/255.0f,
(float)(b[1])/255.0f,
(float)(b[2])/255.0f,
(float)(b[3])/255.0f);
}
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template<>
inline Color4<unsigned char>::Color4(Color4<unsigned char>::ColorConstant cc)
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{
*((int *)this )= cc;
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}
template<>
inline Color4<float>::Color4(Color4<float>::ColorConstant cc)
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{
Import(Color4<unsigned char>((Color4<unsigned char>::ColorConstant)cc));
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}
inline Color4<float> Clamp(Color4<float> &c)
{
c[0]=math::Clamp(c[0],0.0f,1.0f);
c[1]=math::Clamp(c[1],0.0f,1.0f);
c[2]=math::Clamp(c[2],0.0f,1.0f);
c[3]=math::Clamp(c[3],0.0f,1.0f);
return c;
}
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template<>
inline Color4<unsigned char> Color4<unsigned char>::operator + ( const Color4<unsigned char> & p) const
{
return Color4<unsigned char>(
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(unsigned char)(math::Clamp(int((*this)[0])+int(p[0]),0,255)),
(unsigned char)(math::Clamp(int((*this)[1])+int(p[1]),0,255)),
(unsigned char)(math::Clamp(int((*this)[2])+int(p[2]),0,255)),
(unsigned char)(math::Clamp(int((*this)[3])+int(p[3]),0,255))
);
}
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typedef Color4<unsigned char> Color4b;
typedef Color4<float> Color4f;
typedef Color4<double> Color4d;
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template<>
inline unsigned short Color4<unsigned char>::ToUnsignedB5G5R5(Color4<unsigned char> &cc)
{
unsigned short r = cc[0]/8;
unsigned short g = cc[1]/8;
unsigned short b = cc[2]/8;
unsigned short res = b + g*32 + r*1024;
return res;
}
template<>
inline unsigned short Color4<unsigned char>::ToUnsignedR5G5B5(Color4<unsigned char> &cc)
{
unsigned short r = cc[0]/8;
unsigned short g = cc[1]/8;
unsigned short b = cc[2]/8;
unsigned short res = r + g*32 + b*1024;
return res;
}
template<>
inline Color4<unsigned char> Color4<unsigned char>::FromUnsignedR5G5B5(unsigned short val)
{
unsigned short r = val % 32 *8;
unsigned short g = ((val/32)%32)*8;
unsigned short b = ((val/1024)%32)*8;
Color4b cc((unsigned char)r,(unsigned char)g,(unsigned char)b,(unsigned char)255);
return cc;
}
template<>
inline Color4<unsigned char> Color4<unsigned char>::FromUnsignedB5G5R5(unsigned short val)
{
unsigned short b = val % 32 *8;
unsigned short g = ((val/32)%32)*8;
unsigned short r = ((val/1024)%32)*8;
Color4b cc((unsigned char)r,(unsigned char)g,(unsigned char)b,(unsigned char)255);
return cc;
}
/*@}*/
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} // end of NameSpace
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#endif