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#ifndef Magnum_Color_h
#define Magnum_Color_h
/*
Copyright © 2010, 2011, 2012 Vladimír Vondruš <mosra@centrum.cz>
This file is part of Magnum.
Magnum is free software: you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License version 3
only, as published by the Free Software Foundation.
Magnum 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 Lesser General Public License version 3 for more details.
*/
/** @file
* @brief Class Magnum::Color3, Magnum::Color4
*/
#include <tuple>
#include "Math/MathTypeTraits.h"
#include "Math/Math.h"
#include "Math/Vector4.h"
namespace Magnum {
template<class T> class Color3;
#ifndef DOXYGEN_GENERATING_OUTPUT
namespace Implementation {
/* Convert color from HSV */
template<class T> inline typename std::enable_if<std::is_floating_point<T>::value, Color3<T>>::type fromHSV(typename Color3<T>::HSV hsv) {
T hue, saturation, value;
std::tie(hue, saturation, value) = hsv;
/* Remove repeats */
hue -= int(hue/T(360))*T(360);
if(hue < T(0)) hue += T(360);
int h = int(hue/T(60)) % 6;
T f = hue/T(60) - h;
T p = value * (T(1) - saturation);
T q = value * (T(1) - f*saturation);
T t = value * (T(1) - (T(1) - f)*saturation);
switch(h) {
case 0: return {value, t, p};
case 1: return {q, value, p};
case 2: return {p, value, t};
case 3: return {p, q, value};
case 4: return {t, p, value};
case 5: return {value, p, q};
default:
CORRADE_ASSERT(false, "It shouldn't get here.", {});
}
}
template<class T> inline typename std::enable_if<std::is_integral<T>::value, Color3<T>>::type fromHSV(typename Color3<T>::HSV hsv) {
return Color3<T>::fromNormalized(fromHSV<typename Color3<T>::FloatingPointType>(hsv));
}
/* Internal hue computing function */
template<class T> T hue(const Color3<T>& color, T max, T delta) {
T deltaInv60 = T(60)/delta;
T hue(0);
if(delta != T(0)) {
if(max == color.r())
hue = (color.g()-color.b())*deltaInv60 + (color.g() < color.b() ? T(360) : T(0));
else if(max == color.g())
hue = (color.b()-color.r())*deltaInv60 + T(120);
else /* max == color.b() */
hue = (color.r()-color.g())*deltaInv60 + T(240);
}
return hue;
}
/* Hue, saturation, value for floating-point types */
template<class T> inline T hue(typename std::enable_if<std::is_floating_point<T>::value, const Color3<T>&>::type color) {
T max = color.max();
T delta = max - color.min();
return hue(color, max, delta);
}
template<class T> inline T saturation(typename std::enable_if<std::is_floating_point<T>::value, const Color3<T>&>::type color) {
T max = color.max();
T delta = max - color.min();
return max != T(0) ? delta/max : T(0);
}
template<class T> inline T value(typename std::enable_if<std::is_floating_point<T>::value, const Color3<T>&>::type color) {
return color.max();
}
/* Hue, saturation, value for integral types */
template<class T> inline typename Color3<T>::FloatingPointType hue(typename std::enable_if<std::is_integral<T>::value, const Color3<T>&>::type color) {
return hue<typename Color3<T>::FloatingPointType>(Color3<typename Color3<T>::FloatingPointType>::fromDenormalized(color));
}
template<class T> inline typename Color3<T>::FloatingPointType saturation(typename std::enable_if<std::is_integral<T>::value, const Color3<T>&>::type& color) {
return saturation<typename Color3<T>::FloatingPointType>(Color3<typename Color3<T>::FloatingPointType>::fromDenormalized(color));
}
template<class T> inline typename Color3<T>::FloatingPointType value(typename std::enable_if<std::is_integral<T>::value, const Color3<T>&>::type color) {
return Math::normalize<typename Color3<T>::FloatingPointType>(color.max());
}
/* Convert color to HSV */
template<class T> inline typename Color3<T>::HSV toHSV(typename std::enable_if<std::is_floating_point<T>::value, const Color3<T>&>::type color) {
T max = color.max();
T delta = max - color.min();
return typename Color3<T>::HSV(hue<typename Color3<T>::FloatingPointType>(color, max, delta), max != T(0) ? delta/max : T(0), max);
}
template<class T> inline typename Color3<T>::HSV toHSV(typename std::enable_if<std::is_integral<T>::value, const Color3<T>&>::type color) {
return toHSV<typename Color3<T>::FloatingPointType>(Color3<typename Color3<T>::FloatingPointType>::fromDenormalized(color));
}
/* Default alpha value */
template<class T> inline constexpr typename std::enable_if<std::is_floating_point<T>::value, T>::type defaultAlpha() {
return T(1);
}
template<class T> inline constexpr typename std::enable_if<std::is_integral<T>::value, T>::type defaultAlpha() {
return std::numeric_limits<T>::max();
}
}
#endif
/**
@brief Three-component (RGB) color
The class can store both floating-point (normalized) and integral
(denormalized) representation of color. You can convert between these two
representations using fromNormalized() and fromDenormalized().
Conversion from and to HSV is done always using floating-point types, so hue
is always in range in range @f$ [0.0, 360.0] @f$, saturation and value in
range @f$ [0.0, 1.0] @f$.
@see Color4
14 years ago
@todo Signed normalization to [-1.0, 1.0] like in OpenGL?
*/
template<class T> class Color3: public Math::Vector3<T> {
public:
/** @brief Corresponding floating-point type for HSV computation */
typedef typename Math::MathTypeTraits<T>::FloatingPointType FloatingPointType;
/**
* @brief Type for storing HSV values
*
* Hue in range @f$ [0.0, 360.0] @f$, saturation and value in
* range @f$ [0.0, 1.0] @f$.
*/
typedef std::tuple<FloatingPointType, FloatingPointType, FloatingPointType> HSV;
/**
* @brief Create integral color from floating-point color
*
* E.g. `{0.294118, 0.45098, 0.878431}` is converted to
* `{75, 115, 224}`, if resulting type is `unsigned char`.
*
* @note This function is enabled only if source type is floating-point
* and destination type is integral.
*/
template<class U> inline constexpr static typename std::enable_if<std::is_integral<T>::value && std::is_floating_point<U>::value, Color3<T>>::type fromNormalized(const Color3<U>& color) {
return Color3<T>(Math::denormalize<T>(color.r()),
Math::denormalize<T>(color.g()),
Math::denormalize<T>(color.b()));
}
/**
* @brief Create floating-point color from integral color
*
* E.g. `{75, 115, 224}` is converted to
* `{0.294118, 0.45098, 0.878431}`, if source type is `unsigned char`.
*
* @note This function is enabled only if source type is integral
* and destination type is floating-point.
*/
template<class U> inline constexpr static typename std::enable_if<std::is_floating_point<T>::value && std::is_integral<U>::value, Color3<T>>::type fromDenormalized(const Color3<U>& color) {
return Color3<T>(Math::normalize<T>(color.r()),
Math::normalize<T>(color.g()),
Math::normalize<T>(color.b()));
}
/**
* @brief Create RGB color from HSV representation
* @param hsv Hue, saturation and value
*
* Hue can overflow the range @f$ [0.0, 360.0] @f$.
*/
inline constexpr static Color3<T> fromHSV(HSV hsv) {
return Implementation::fromHSV<T>(hsv);
}
/** @overload */
inline constexpr static Color3<T> fromHSV(FloatingPointType hue, FloatingPointType saturation, FloatingPointType value) {
return fromHSV(std::make_tuple(hue, saturation, value));
}
/**
* @brief Default constructor
*
* All components are set to zero.
*/
inline constexpr Color3() {}
/**
* @brief Gray constructor
* @param rgb RGB value
*/
inline constexpr explicit Color3(T rgb): Math::Vector3<T>(rgb) {}
/** @copydoc Math::Vector::Vector(const Vector&) */
inline constexpr Color3(const Math::Vector<3, T>& other): Math::Vector3<T>(other) {}
/**
* @brief Constructor
* @param r R value
* @param g G value
* @param b B value
*/
inline constexpr Color3(T r, T g, T b): Math::Vector3<T>(r, g, b) {}
inline constexpr T r() const { return Math::Vector3<T>::x(); } /**< @brief R component */
inline constexpr T g() const { return Math::Vector3<T>::y(); } /**< @brief G component */
inline constexpr T b() const { return Math::Vector3<T>::z(); } /**< @brief B component */
inline void setR(T value) { Math::Vector3<T>::setX(value); } /**< @brief Set R component */
inline void setG(T value) { Math::Vector3<T>::setY(value); } /**< @brief Set G component */
inline void setB(T value) { Math::Vector3<T>::setZ(value); } /**< @brief Set B component */
/**
* @brief Convert to HSV
*
* Example usage:
* @code
* T hue, saturation, value;
* std::tie(hue, saturation, value) = color.toHSV();
* @endcode
*
* @see hue(), saturation(), value(), fromHSV()
*/
inline constexpr HSV toHSV() const {
return Implementation::toHSV<T>(*this);
}
/**
* @brief Hue
* @return Hue in range @f$ [0.0, 360.0] @f$.
*
* @see saturation(), value(), toHSV(), fromHSV()
*/
inline constexpr FloatingPointType hue() const {
return Implementation::hue<T>(*this);
}
/**
* @brief Saturation
* @return Saturation in range @f$ [0.0, 1.0] @f$.
*
* @see hue(), value(), toHSV(), fromHSV()
*/
inline constexpr FloatingPointType saturation() const {
return Implementation::saturation<T>(*this);
}
/**
* @brief Value
* @return Value in range @f$ [0.0, 1.0] @f$.
*
* @see hue(), saturation(), toHSV(), fromHSV()
*/
inline constexpr FloatingPointType value() const {
return Implementation::value<T>(*this);
}
};
/**
@brief Four-component (RGBA) color
See Color3 for more information.
*/
template<class T> class Color4: public Math::Vector4<T> {
public:
/** @copydoc Color3::FloatingPointType */
typedef typename Color3<T>::FloatingPointType FloatingPointType;
/** @copydoc Color3::HSV */
typedef typename Color3<T>::HSV HSV;
/** @copydoc Color3::fromNormalized() */
template<class U> inline constexpr static typename std::enable_if<std::is_integral<T>::value && std::is_floating_point<U>::value, Color4<T>>::type fromNormalized(const Color4<U>& color) {
return Color4<T>(Math::denormalize<T>(color.r()),
Math::denormalize<T>(color.g()),
Math::denormalize<T>(color.b()),
Math::denormalize<T>(color.a()));
}
/** @copydoc Color3::fromDenormalized() */
template<class U> inline constexpr static typename std::enable_if<std::is_floating_point<T>::value && std::is_integral<U>::value, Color4<T>>::type fromDenormalized(const Color4<U>& color) {
return Color4<T>(Math::normalize<T>(color.r()),
Math::normalize<T>(color.g()),
Math::normalize<T>(color.b()),
Math::normalize<T>(color.a()));
}
/**
* @copydoc Color3::fromHSV()
* @param a Alpha value, defaults to 1.0 for floating-point types
* and maximum positive value for integral types.
*/
inline constexpr static Color4<T> fromHSV(HSV hsv, T a = Implementation::defaultAlpha<T>()) {
return Color4<T>(Implementation::fromHSV<T>(hsv), a);
}
/** @overload */
inline constexpr static Color4<T> fromHSV(FloatingPointType hue, FloatingPointType saturation, FloatingPointType value, T alpha) {
return fromHSV(std::make_tuple(hue, saturation, value), alpha);
}
/**
* @brief Default constructor
*
* RGB components are set to zero, A component is set to 1.0 for
* floating-point types and maximum positive value for integral types.
*/
inline constexpr Color4(): Math::Vector4<T>(T(0), T(0), T(0), Implementation::defaultAlpha<T>()) {}
/**
* @copydoc Color3::Color3(T)
* @param alpha Alpha value, defaults to 1.0 for floating-point types
* and maximum positive value for integral types.
*/
inline constexpr explicit Color4(T rgb, T alpha = Implementation::defaultAlpha<T>()): Math::Vector4<T>(rgb, rgb, rgb, alpha) {}
/** @copydoc Math::Vector::Vector(const Vector&) */
inline constexpr Color4(const Math::Vector<4, T>& other): Math::Vector4<T>(other) {}
/**
* @brief Constructor
* @param r R value
* @param g G value
* @param b B value
* @param a A value, defaults to 1.0 for floating-point types and
* maximum positive value for integral types.
*/
inline constexpr Color4(T r, T g, T b, T a = Implementation::defaultAlpha<T>()): Math::Vector4<T>(r, g, b, a) {}
/**
* @brief Constructor
* @param rgb Three-component color
* @param a A value
*/
/* Not marked as explicit, because conversion from Color3 to Color4
is fairly common, nearly always with A set to 1 */
inline constexpr Color4(const Math::Vector<3, T>& rgb, T a = Implementation::defaultAlpha<T>()): Math::Vector4<T>(rgb[0], rgb[1], rgb[2], a) {}
inline constexpr T r() const { return Math::Vector4<T>::x(); } /**< @brief R component */
inline constexpr T g() const { return Math::Vector4<T>::y(); } /**< @brief G component */
inline constexpr T b() const { return Math::Vector4<T>::z(); } /**< @brief B component */
inline constexpr T a() const { return Math::Vector4<T>::w(); } /**< @brief A component */
inline void setR(T value) { Math::Vector4<T>::setX(value); } /**< @brief Set R component */
inline void setG(T value) { Math::Vector4<T>::setY(value); } /**< @brief Set G component */
inline void setB(T value) { Math::Vector4<T>::setZ(value); } /**< @brief Set B component */
inline void setA(T value) { Math::Vector4<T>::setW(value); } /**< @brief Set A component */
/**
* @brief RGB part of the vector
* @return First three components of the vector
*
* @see swizzle()
*/
inline constexpr Color3<T> rgb() const { return Math::Vector4<T>::xyz(); }
/** @copydoc Color3::toHSV() */
inline constexpr HSV toHSV() const {
return Implementation::toHSV<T>(rgb());
}
/** @copydoc Color3::hue() */
inline constexpr FloatingPointType hue() const {
return Implementation::hue<T>(rgb());
}
/** @copydoc Color3::saturation() */
inline constexpr FloatingPointType saturation() const {
return Implementation::saturation<T>(rgb());
}
/** @copydoc Color3::value() */
inline constexpr FloatingPointType value() const {
return Implementation::value<T>(rgb());
}
};
/** @debugoperator{Color3} */
template<class T> Corrade::Utility::Debug operator<<(Corrade::Utility::Debug debug, const Magnum::Color3<T>& value) {
return debug << static_cast<const Magnum::Math::Vector3<T>&>(value);
}
/** @debugoperator{Color4} */
template<class T> Corrade::Utility::Debug operator<<(Corrade::Utility::Debug debug, const Magnum::Color4<T>& value) {
return debug << static_cast<const Magnum::Math::Vector4<T>&>(value);
}
}
#endif