/**************************************************************************** * 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.o/licenses/gpl.txt) * * for more details. * * * ****************************************************************************/ #ifndef __VCGLIB_COLOR4 #define __VCGLIB_COLOR4 #include <vcg/space/point3.h> #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> class Color4 : public Point4<T> { typedef Point4<T> Base; 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 ( const Point4<T> &c) :Point4<T>(c) {} inline Color4 (){} inline Color4 (ColorConstant cc); template <class Q> 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]); } template <class Q> 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]); } template <class Q> 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] ); } template <class ScalarInterpType> inline void lerp(const Color4 &c0, const Color4 &c1, const ScalarInterpType x) { assert(x>=0); assert(x<=1); (*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)); } template <class ScalarInterpType> inline void lerp(const Color4 &c0, const Color4 &c1, const Color4 &c2, const Point3<ScalarInterpType> &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; } inline static Color4 GrayShade(float f) { return Color4(f,f,f,1); } inline void SetGrayShade(float f) { Import(Color4<float>(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: // 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) { int b, k, m=range; int r =range; for (b=0, k=1; k<range; k<<=1) if (value<<1>=m) { if (b==0) r = k; b += k; value -= (m+1)>>1; m >>= 1; } else m = (m+1)>>1; if (r>range-b) r = range-b; //TRACE("Scatter range 0..%i, in %i out %i\n",n,a,b); Color4 rc; rc.SetHSVColor(float(b)/float(range),Sat,Val); 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 <> 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; } template <> template <> 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); } template <> template <> 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); } template <> template <> 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 <> 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); } template<> inline Color4<unsigned char>::Color4(Color4<unsigned char>::ColorConstant cc) { *((int *)this )= cc; } template<> inline Color4<float>::Color4(Color4<float>::ColorConstant cc) { Import(Color4<unsigned char>((Color4<unsigned char>::ColorConstant)cc)); } 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; } template<> inline Color4<unsigned char> Color4<unsigned char>::operator + ( const Color4<unsigned char> & p) const { return Color4<unsigned char>( (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)) ); } typedef Color4<unsigned char> Color4b; typedef Color4<float> Color4f; typedef Color4<double> Color4d; 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; } /*@}*/ } // end of NameSpace #endif