377 lines
12 KiB
C++
377 lines
12 KiB
C++
/****************************************************************************
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* VCGLib o o *
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* Visual and Computer Graphics Library o o *
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* _ O _ *
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* Copyright(C) 2004 \/)\/ *
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* Visual Computing Lab /\/| *
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* ISTI - Italian National Research Council | *
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* \ *
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* All rights reserved. *
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* *
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* 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 *
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* the Free Software Foundation; either version 2 of the License, or *
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* (at your option) any later version. *
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* *
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* This program is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License (http://www.gnu.o/licenses/gpl.txt) *
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* for more details. *
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* *
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****************************************************************************/
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#ifndef __VCGLIB_COLOR4
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#define __VCGLIB_COLOR4
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#include <vcg/space/point3.h>
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#include <vcg/space/point4.h>
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namespace vcg {
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/** \addtogroup space */
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/*@{*/
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/**
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The templated class for representing 4 entity color.
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The class is templated over the ScalarType. class that is used to represent color with float or with unsigned chars. All the usual
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operator overloading (* + - ...) is present.
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*/
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template <class T>
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class Color4 : public Point4<T>
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{
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typedef Point4<T> Base;
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public:
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/// 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.
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enum ColorConstant {
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Black = 0xff000000,
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Gray = 0xff808080,
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White = 0xffffffff,
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Red = 0xff0000ff,
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Green = 0xff00ff00,
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Blue = 0xffff0000,
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Cyan = 0xffffff00,
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Yellow = 0xff00ffff,
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Magenta = 0xffff00ff,
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LightGray =0xffc0c0c0,
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LightRed =0xff8080ff,
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LightGreen =0xff80ff80,
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LightBlue =0xffff8080,
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DarkGray =0xff404040,
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DarkRed =0xff000040,
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DarkGreen =0xff004000,
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DarkBlue =0xff400000
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};
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inline Color4 ( const T nx, const T ny, const T nz , const T nw ) :Point4<T>(nx,ny,nz,nw) {}
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inline Color4 ( const Point4<T> &c) :Point4<T>(c) {}
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inline Color4 (){}
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inline Color4 (ColorConstant cc);
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template <class Q>
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inline void Import(const Color4<Q> & b )
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{
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(*this)[0] = T(b[0]);
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(*this)[1] = T(b[1]);
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(*this)[2] = T(b[2]);
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(*this)[3] = T(b[3]);
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}
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template <class Q>
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inline void Import(const Point4<Q> & b )
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{
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(*this)[0] = T(b[0]);
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(*this)[1] = T(b[1]);
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(*this)[2] = T(b[2]);
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(*this)[3] = T(b[3]);
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}
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template <class Q>
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static inline Color4 Construct( const Color4<Q> & b )
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{
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return Color4(T(b[0]),T(b[1]),T(b[2]),T(b[3]));
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}
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//inline void Import(const Color4<float> &b);
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//inline void Import(const Color4<unsigned char> &b);
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inline Color4 operator + ( const Color4 & p) const
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{
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return Color4( (*this)[0]+p.V()[0], (*this)[1]+p.V()[1], (*this)[2]+p.V()[2], (*this)[3]+p.V()[3] );
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}
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template <class ScalarInterpType>
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inline void lerp(const Color4 &c0, const Color4 &c1, const ScalarInterpType x)
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{
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assert(x>=0);
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assert(x<=1);
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(*this)[0]=(T)(c1.V()[0]*x + c0.V()[0]*(1.0f-x));
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(*this)[1]=(T)(c1.V()[1]*x + c0.V()[1]*(1.0f-x));
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(*this)[2]=(T)(c1.V()[2]*x + c0.V()[2]*(1.0f-x));
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(*this)[3]=(T)(c1.V()[3]*x + c0.V()[3]*(1.0f-x));
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}
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template <class ScalarInterpType>
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inline void lerp(const Color4 &c0, const Color4 &c1, const Color4 &c2, const Point3<ScalarInterpType> &ip)
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{
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assert(fabs(ip[0]+ip[1]+ip[2]-1)<0.00001);
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(*this)[0]=(T)(c0[0]*ip[0] + c1[0]*ip[1]+ c2[0]*ip[2]);
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(*this)[1]=(T)(c0[1]*ip[0] + c1[1]*ip[1]+ c2[1]*ip[2]);
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(*this)[2]=(T)(c0[2]*ip[0] + c1[2]*ip[1]+ c2[2]*ip[2]);
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(*this)[3]=(T)(c0[3]*ip[0] + c1[3]*ip[1]+ c2[3]*ip[2]);
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}
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/// 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.
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inline void SetColorRamp(const float &minf,const float &maxf ,float v )
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{
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if(minf>maxf) { SetColorRamp(maxf,minf,maxf+(minf-v)); return; }
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float step=(maxf-minf)/4;
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if(v < minf ) { *this=Color4<T>(Color4<T>::Red); return; }
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v-=minf;
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if(v<step) { lerp(Color4<T>(Color4<T>::Red), Color4<T>(Color4<T>::Yellow),v/step); return;}
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v-=step;
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if(v<step) { lerp(Color4<T>(Color4<T>::Yellow),Color4<T>(Color4<T>::Green), v/step); return;}
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v-=step;
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if(v<step) { lerp(Color4<T>(Color4<T>::Green), Color4<T>(Color4<T>::Cyan), v/step); return;}
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v-=step;
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if(v<step) { lerp(Color4<T>(Color4<T>::Cyan), Color4<T>(Color4<T>::Blue), v/step); return;}
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*this= Color4<T>(Color4<T>::Blue);
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}
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void SetHSVColor( float h, float s, float v)
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{
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float r,g,b;
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if(s==0.0){ // gray color
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r = g = b = v;
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(*this)[0]=(unsigned char)(255*r);
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(*this)[1]=(unsigned char)(255*g);
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(*this)[2]=(unsigned char)(255*b);
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(*this)[3]=255;
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return;
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}
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if(h==1.0) h = 0.0;
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int i = int( floor(h*6.0) );
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float f = float(h*6.0f - floor(h*6.0f));
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float p = v*(1.0f-s);
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float q = v*(1.0f-s*f);
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float t = v*(1.0f-s*(1.0f-f));
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switch(i)
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{
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case 0: r=v; g=t; b=p; break;
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case 1: r=q; g=v; b=p; break;
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case 2: r=p; g=v; b=t; break;
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case 3: r=p; g=q; b=v; break;
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case 4: r=t; g=p; b=v; break;
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case 5: r=v; g=p; b=q; break;
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default: r=0;g=0;b=0; assert(0);break;
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}
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(*this)[0]=(unsigned char)(255*r);
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(*this)[1]=(unsigned char)(255*g);
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(*this)[2]=(unsigned char)(255*b);
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(*this)[3]=255;
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}
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inline static Color4 GrayShade(float f)
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{
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return Color4(f,f,f,1);
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}
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inline void SetGrayShade(float f)
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{
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Import(Color4<float>(f,f,f,1));
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}
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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
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// params:
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// range is the maximum expected value (max of the range)
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// value is the requested position (it must be <range);
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*/
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inline static Color4 Scatter(int range, int value,float Sat=.3f,float Val=.9f)
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{
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int b, k, m=range;
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int r =range;
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for (b=0, k=1; k<range; k<<=1)
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if (value<<1>=m) {
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if (b==0) r = k;
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b += k;
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value -= (m+1)>>1;
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m >>= 1;
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}
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else m = (m+1)>>1;
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if (r>range-b) r = range-b;
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//TRACE("Scatter range 0..%i, in %i out %i\n",n,a,b);
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Color4 rc;
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rc.SetHSVColor(float(b)/float(range),Sat,Val);
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return rc;
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}
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inline static Color4 ColorRamp(const float &minf,const float &maxf ,float v )
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{
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Color4 rc;
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rc.SetColorRamp(minf,maxf,v);
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return rc;
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}
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inline static unsigned short ToUnsignedB5G5R5(Color4 &) { return 0;}
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inline static unsigned short ToUnsignedR5G5B5(Color4 &) { return 0;}
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inline static Color4 FromUnsignedB5G5R5(unsigned short)
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{
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return Color4(Color4::White);
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}
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inline static Color4 FromUnsignedR5G5B5(unsigned short)
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{
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return Color4(Color4::White);
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}
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}; /// END CLASS ///////////////////
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template <> template <>
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inline void Color4<float>::Import(const Color4<unsigned char> &b)
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{
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(*this)[0]=b[0]/255.0f;
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(*this)[1]=b[1]/255.0f;
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(*this)[2]=b[2]/255.0f;
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(*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)
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{
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(*this)[0]=(unsigned char)(b[0]*255.0f);
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(*this)[1]=(unsigned char)(b[1]*255.0f);
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(*this)[2]=(unsigned char)(b[2]*255.0f);
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(*this)[3]=(unsigned char)(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 Point4<float> &b)
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{
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(*this)[0]=(unsigned char)(b[0]*255.0f);
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(*this)[1]=(unsigned char)(b[1]*255.0f);
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(*this)[2]=(unsigned char)(b[2]*255.0f);
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(*this)[3]=(unsigned char)(b[3]*255.0f);
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}
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template <> template <>
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inline Color4<unsigned char> Color4<unsigned char>::Construct( const Color4<float> & b )
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{
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return Color4<unsigned char>(
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(unsigned char)(b[0]*255.0f),
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(unsigned char)(b[1]*255.0f),
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(unsigned char)(b[2]*255.0f),
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(unsigned char)(b[3]*255.0f));
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}
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template <> template <>
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inline Color4<float> Color4<float>::Construct( const Color4<unsigned char> & b )
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{
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return Color4<float>(
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(float)(b[0])/255.0f,
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(float)(b[1])/255.0f,
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(float)(b[2])/255.0f,
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(float)(b[3])/255.0f);
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}
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template<>
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inline Color4<unsigned char>::Color4(Color4<unsigned char>::ColorConstant cc)
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{
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*((int *)this )= cc;
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}
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template<>
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inline Color4<float>::Color4(Color4<float>::ColorConstant cc)
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{
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Import(Color4<unsigned char>((Color4<unsigned char>::ColorConstant)cc));
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}
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inline Color4<float> Clamp(Color4<float> &c)
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{
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c[0]=math::Clamp(c[0],0.0f,1.0f);
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c[1]=math::Clamp(c[1],0.0f,1.0f);
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c[2]=math::Clamp(c[2],0.0f,1.0f);
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c[3]=math::Clamp(c[3],0.0f,1.0f);
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return c;
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}
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template<>
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inline Color4<unsigned char> Color4<unsigned char>::operator + ( const Color4<unsigned char> & p) const
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{
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return Color4<unsigned char>(
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(unsigned char)(math::Clamp(int((*this)[0])+int(p[0]),0,255)),
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(unsigned char)(math::Clamp(int((*this)[1])+int(p[1]),0,255)),
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(unsigned char)(math::Clamp(int((*this)[2])+int(p[2]),0,255)),
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(unsigned char)(math::Clamp(int((*this)[3])+int(p[3]),0,255))
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);
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}
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typedef Color4<unsigned char> Color4b;
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typedef Color4<float> Color4f;
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typedef Color4<double> Color4d;
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template<>
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inline unsigned short Color4<unsigned char>::ToUnsignedB5G5R5(Color4<unsigned char> &cc)
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{
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unsigned short r = cc[0]/8;
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unsigned short g = cc[1]/8;
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unsigned short b = cc[2]/8;
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unsigned short res = b + g*32 + r*1024;
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return res;
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}
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template<>
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inline unsigned short Color4<unsigned char>::ToUnsignedR5G5B5(Color4<unsigned char> &cc)
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{
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unsigned short r = cc[0]/8;
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unsigned short g = cc[1]/8;
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unsigned short b = cc[2]/8;
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unsigned short res = r + g*32 + b*1024;
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return res;
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}
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template<>
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inline Color4<unsigned char> Color4<unsigned char>::FromUnsignedR5G5B5(unsigned short val)
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{
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unsigned short r = val % 32 *8;
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unsigned short g = ((val/32)%32)*8;
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unsigned short b = ((val/1024)%32)*8;
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Color4b cc((unsigned char)r,(unsigned char)g,(unsigned char)b,(unsigned char)255);
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return cc;
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}
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template<>
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inline Color4<unsigned char> Color4<unsigned char>::FromUnsignedB5G5R5(unsigned short val)
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{
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unsigned short b = val % 32 *8;
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unsigned short g = ((val/32)%32)*8;
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unsigned short r = ((val/1024)%32)*8;
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Color4b cc((unsigned char)r,(unsigned char)g,(unsigned char)b,(unsigned char)255);
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return cc;
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}
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/*@}*/
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} // end of NameSpace
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#endif
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