vcglib/vcg/space/color4.h

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2004-02-10 02:11:28 +01:00
/****************************************************************************
* 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 *
* 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. *
* *
****************************************************************************/
/****************************************************************************
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****************************************************************************/
#ifndef __VCGLIB_COLOR4
#define __VCGLIB_COLOR4
#include <vcg/space/point4.h>
namespace vcg {
template <class T>
class Color4 : public Point4<T>
{
public:
/// Constant for storing standard colors.
/// 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,
};
inline Color4 ( const T nx, const T ny, const T nz , const T nw ) :Point4<T>(nx,ny,nz,nw) {};
inline Color4 ( Color4 &c) :Point4<T>(c) {};
inline Color4 (){};
inline Color4 (ColorConstant cc);
template <class Q>
inline void Import(const Color4<Q> & b )
{
_v[0] = T(b[0]);
_v[1] = T(b[1]);
_v[2] = T(b[2]);
_v[3] = T(b[3]);
}
inline void Import(const Color4<float> &b);
inline void Import(const Color4<unsigned char> &b);
inline void lerp(const Color4 &c0, const Color4 &c1, const float x);
inline void lerp(const Color4 &c0, const Color4 &c1, const Color4 &c2, const Point3f &ip);
inline void ColorRamp(const float &minf,const float &maxf ,float v );
inline void SetRGB( unsigned char r, unsigned char g, unsigned char b )
{
_v[0] = r;
_v[1] = g;
_v[2] = b;
_v[3] = 0;
}
void SetHSVColor( float h, float s, float v){
float r,g,b;
if(s==0.0){ // gray color
r = g = b = v;
_v[0]=(unsigned char)(255*r);_v[1]=(unsigned char)(255*g);_v[2]=(unsigned char)(255*b);
_v[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;
}
_v[0]=(unsigned char)(255*r);_v[1]=(unsigned char)(255*g);_v[2]=(unsigned char)(255*b);
_v[3]=255;
// _v[0]=r*256;_v[1]=g*256;_v[2]=b*256;
}
inline static Color4 GrayShade(float f)
{
return ColorF(f,f,f,1);
}
inline void SetGrayShade(float f)
{
*this = ColorF(f,f,f,1);
}
// Given an integer returns a well ordering of colors
// so that every color differs as much as possible form the previous one
// params:
// n is the maximum expected value (max of the range)
// v is the requested position
inline static Color4 Scatter(int n, int a,float Sat=.3f,float Val=.9f)
{
int b, k, m=n;
int r =n;
for (b=0, k=1; k<n; k<<=1)
if (a<<1>=m) {
if (b==0) r = k;
b += k;
a -= (m+1)>>1;
m >>= 1;
}
else m = (m+1)>>1;
if (r>n-b) r = n-b;
//TRACE("Scatter range 0..%i, in %i out %i\n",n,a,b);
Color4 rc;
rc.SetHSVColor(float(b)/float(n),Sat,Val);
return rc;
}
};
template <class T>
inline void Color4<T>::lerp(const Color4<T> &c0, const Color4<T> &c1, const float x)
{
assert(x>=0);
assert(x<=1);
_v[0]=(T)(c1._v[0]*x + c0._v[0]*(1.0f-x));
_v[1]=(T)(c1._v[1]*x + c0._v[1]*(1.0f-x));
_v[2]=(T)(c1._v[2]*x + c0._v[2]*(1.0f-x));
_v[3]=(T)(c1._v[3]*x + c0._v[3]*(1.0f-x));
}
template <class T>
inline void Color4<T>::lerp(const Color4<T> &c0, const Color4<T> &c1, const Color4<T> &c2, const Point3f &ip)
{
assert(fabs(ip[0]+ip[1]+ip[2]-1)<0.00001);
c[0]=(T)(c0.c[0]*ip[0] + c1.c[0]*ip[1]+ c2.c[0]*ip[2]);
c[1]=(T)(c0.c[1]*ip[0] + c1.c[1]*ip[1]+ c2.c[1]*ip[2]);
c[2]=(T)(c0.c[2]*ip[0] + c1.c[2]*ip[1]+ c2.c[2]*ip[2]);
c[3]=(T)(c0.c[3]*ip[0] + c1.c[3]*ip[1]+ c2.c[3]*ip[2]);
}
template <class T>
inline void Color4<T>::ColorRamp(const float &minf,const float &maxf ,float v )
{
if(v < minf ) { *this=Color4(Color4::Red); return; }
float step=(maxf-minf)/4;
v-=minf;
if(v<step) {lerp(Color4(Color4::Red), Color4(Color4::Yellow),v/step); return;}
v-=step;
if(v<step) {lerp(Color4(Color4::Yellow),Color4(Color4::Green),v/step);return;}
v-=step;
if(v<step) {lerp(Color4(Color4::Green),Color4(Color4::Cyan),v/step); return;}
v-=step;
if(v<step) {lerp(Color4(Color4::Cyan),Color4(Color4::Blue),v/step); return;}
*this= Color4(Color4::Blue);
}
inline void Color4<float>::Import(const Color4<unsigned char> &b)
{
_v[0]=b[0]/255.0f;
_v[1]=b[1]/255.0f;
_v[2]=b[2]/255.0f;
_v[3]=b[3]/255.0f;
}
inline void Color4<unsigned char>::Import(const Color4<float> &b)
{
_v[0]=(unsigned char)(b[0]*255.0f);
_v[1]=(unsigned char)(b[1]*255.0f);
_v[2]=(unsigned char)(b[2]*255.0f);
_v[3]=(unsigned char)(b[3]*255.0f);
}
//template <class T,class S>
//inline void Color4<T>::Import(const Color4<S> &b)
//{
// _v[0] = T(b[0]);
// _v[1] = T(b[1]);
// _v[2] = T(b[2]);
// _v[3] = T(b[3]);
//}
//
inline Color4<unsigned char>::Color4<unsigned char>(Color4<unsigned char>::ColorConstant cc)
{
*((int *)this )= cc;
}
inline Color4<float>::Color4<float>(Color4<float>::ColorConstant cc)
{
Import(Color4<unsigned char>((Color4<unsigned char>::ColorConstant)cc));
}
typedef Color4<unsigned char> Color4b;
typedef Color4<float> Color4f;
} // end of NameSpace
#endif