1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468
|
/****************************************************************************
* VCGLib o o *
* Visual and Computer Graphics Library o o *
* _ O _ *
* Copyright(C) 2004-2016 \/)\/ *
* 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. *
* *
****************************************************************************/
#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);
inline Color4 (unsigned int 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);
}
inline void SetColorRampParula(const float &minf,const float &maxf ,float v)
{
if(minf>maxf) { SetColorRampParula(maxf,minf,maxf+(minf-v)); return; }
SetColorRampParula((v-minf)/(maxf-minf));
}
inline void SetColorRampParula(float v)
{
if(v<0) v=0;
else if(v>1) v=1;
unsigned int ParuVal[9]={0xff801627, 0xffe16303, 0xffd48514,
0xffc6a706, 0xff9eb938, 0xff73bf92,
0xff56bad9, 0xff2ecefc, 0xff0afaff};
int ind = int(floor(v*8.0f));
float div = (v*8.0f - ind);
if(div<0) div=0;
else if(div>1) div=1;
lerp(Color4<T>(ParuVal[ind]), Color4<T>(ParuVal[ind+1]), div);
}
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;
}
float dummy;
h = modff(h,&dummy);
if(h==1.0) h = 0.0;
int i = int( floor(h*6.0f) );
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)
{
if(f<0) f=0.0f;
else if(f>1) f=1.0f;
return Color4(f,f,f,1);
}
inline void SetGrayShade(float f)
{
if(f<0) f=0.0f;
else if(f>1) f=1.0f;
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<double>::Import(const Color4<unsigned char> &b)
{
(*this)[0]=b[0]/255.0;
(*this)[1]=b[1]/255.0;
(*this)[2]=b[2]/255.0;
(*this)[3]=b[3]/255.0;
}
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 void Color4<unsigned char>::Import(const Point4<double> &b)
{
(*this)[0]=(unsigned char)(b[0]*255.0);
(*this)[1]=(unsigned char)(b[1]*255.0);
(*this)[2]=(unsigned char)(b[2]*255.0);
(*this)[3]=(unsigned char)(b[3]*255.0);
}
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 <> template <>
inline Color4<double> Color4<double>::Construct( const Color4<unsigned char> & b )
{
return Color4<double>(
(double)(b[0])/255.0,
(double)(b[1])/255.0,
(double)(b[2])/255.0,
(double)(b[3])/255.0);
}
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));
}
template<>
inline Color4<double>::Color4(Color4<double>::ColorConstant cc)
{
Import(Color4<unsigned char>((Color4<unsigned char>::ColorConstant)cc));
}
template<>
inline Color4<unsigned char>::Color4(unsigned int cc)
{
*((int *)this )= cc;
}
template<>
inline Color4<float>::Color4(unsigned int cc)
{
Import(Color4<unsigned char>(cc));
}
template<>
inline Color4<double>::Color4(unsigned int cc)
{
Import(Color4<unsigned char>(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;
}
inline Color4<double> Clamp(Color4<double> &c)
{
c[0]=math::Clamp(c[0],0.0,1.0);
c[1]=math::Clamp(c[1],0.0,1.0);
c[2]=math::Clamp(c[2],0.0,1.0);
c[3]=math::Clamp(c[3],0.0,1.0);
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
|