/**************************************************************************** * 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. * * * ****************************************************************************/ /**************************************************************************** History $Log: not supported by cvs2svn $ Revision 1.2 2004/03/10 00:35:01 cignoni Removed a wrong (?) copy constructor Revision 1.1 2004/02/10 01:11:28 cignoni Edited Comments and GPL license ****************************************************************************/ #ifndef __VCGLIB_COLOR4 #define __VCGLIB_COLOR4 #include 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 Color4 : public Point4 { 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(nx,ny,nz,nw) {}; // inline Color4 ( Color4 &c) :Point4(c) {}; inline Color4 (){}; inline Color4 (ColorConstant cc); template inline void Import(const Color4 & 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 &b); inline void Import(const Color4 &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=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 inline void Color4::lerp(const Color4 &c0, const Color4 &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 inline void Color4::lerp(const Color4 &c0, const Color4 &c1, const Color4 &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 inline void Color4::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::Import(const Color4 &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::Import(const Color4 &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 //inline void Color4::Import(const Color4 &b) //{ // _v[0] = T(b[0]); // _v[1] = T(b[1]); // _v[2] = T(b[2]); // _v[3] = T(b[3]); //} // inline Color4::Color4(Color4::ColorConstant cc) { *((int *)this )= cc; } inline Color4::Color4(Color4::ColorConstant cc) { Import(Color4((Color4::ColorConstant)cc)); } typedef Color4 Color4b; typedef Color4 Color4f; /*@}*/ } // end of NameSpace #endif