// This code is in the public domain -- castanyo@yahoo.es #pragma once #ifndef NV_MATH_COLOR_INL #define NV_MATH_COLOR_INL #include "Color.h" #include "Vector.inl" #include "ftoi.h" namespace nv { // for Color16 & Color16_4444 bitfields NV_FORCEINLINE uint32 U32round(float f) { return uint32(floorf(f + 0.5f)); } NV_FORCEINLINE uint16 U16round(float f) { return uint16(floorf(f + 0.5f)); } NV_FORCEINLINE uint16 toU4_in_U16(int x) { nvDebugCheck(x >= 0 && x <= 15u); return (uint16)x; } NV_FORCEINLINE uint16 toU5_in_U16(int x) { nvDebugCheck(x >= 0 && x <= 31u); return (uint16)x; } NV_FORCEINLINE uint16 toU6_in_U16(int x) { nvDebugCheck(x >= 0 && x <= 63u); return (uint16)x; } // Clamp color components. inline Vector3 colorClamp(Vector3::Arg c) { return Vector3(saturate(c.x), saturate(c.y), saturate(c.z)); } // Clamp without allowing the hue to change. inline Vector3 colorNormalize(Vector3::Arg c) { float scale = 1.0f; if (c.x > scale) scale = c.x; if (c.y > scale) scale = c.y; if (c.z > scale) scale = c.z; return c / scale; } // Convert Color16 from float components inline Color16 toColor16(float r, float g, float b) { Color16 color; // 5,6,5 color.r = toU5_in_U16(nv::U16round(saturate(r) * 31u)); color.g = toU6_in_U16(nv::U16round(saturate(g) * 63u)); color.b = toU5_in_U16(nv::U16round(saturate(b) * 31u)); return color; } // Convert Color32 to Color16. inline Color16 toColor16(Color32 c) { Color16 color; // rrrrrggggggbbbbb // rrrrr000gggggg00bbbbb000 // color.u = (c.u >> 3) & 0x1F; // color.u |= (c.u >> 5) & 0x7E0; // color.u |= (c.u >> 8) & 0xF800; color.r = c.r >> 3; color.g = c.g >> 2; color.b = c.b >> 3; return color; } // Convert Color32 to Color16_4444. inline Color16_4444 toColor16_4444(Color32 c) { Color16_4444 color; color.a = c.a >> 4; color.r = c.r >> 4; color.g = c.g >> 4; color.b = c.b >> 4; return color; } // Convert float[4] to Color16_4444. inline Color16_4444 toColor16_4444(float r, float g, float b, float a) { Color16_4444 color; color.a = toU4_in_U16(nv::U16round(saturate(a) * 15u)); color.r = toU4_in_U16(nv::U16round(saturate(r) * 15u)); color.g = toU4_in_U16(nv::U16round(saturate(g) * 15u)); color.b = toU4_in_U16(nv::U16round(saturate(b) * 15u)); return color; } // Convert float[4] to Color16_4444. inline Color16_4444 toColor16_4444_from_argb(float * fc) { Color16_4444 color; color.a = toU4_in_U16(nv::U16round(saturate(fc[0]) * 15u)); color.r = toU4_in_U16(nv::U16round(saturate(fc[1]) * 15u)); color.g = toU4_in_U16(nv::U16round(saturate(fc[2]) * 15u)); color.b = toU4_in_U16(nv::U16round(saturate(fc[3]) * 15u)); return color; } // Convert float[4] to Color16_4444. inline Color16_4444 toColor16_4444_from_bgra(float * fc) { Color16_4444 color; color.b = toU4_in_U16(nv::U16round(saturate(fc[0]) * 15u)); color.g = toU4_in_U16(nv::U16round(saturate(fc[1]) * 15u)); color.r = toU4_in_U16(nv::U16round(saturate(fc[2]) * 15u)); color.a = toU4_in_U16(nv::U16round(saturate(fc[3]) * 15u)); return color; } // Promote 16 bit color to 32 bit using regular bit expansion. inline Color32 toColor32(Color16 c) { Color32 color; // c.u = ((col0.u << 3) & 0xf8) | ((col0.u << 5) & 0xfc00) | ((col0.u << 8) & 0xf80000); // c.u |= (c.u >> 5) & 0x070007; // c.u |= (c.u >> 6) & 0x000300; color.b = (c.b << 3) | (c.b >> 2); color.g = (c.g << 2) | (c.g >> 4); color.r = (c.r << 3) | (c.r >> 2); color.a = 0xFF; return color; } // @@ Quantize with exact endpoints or with uniform bins? inline Color32 toColor32(const Vector4 & v) { Color32 color; color.r = U8(ftoi_round(saturate(v.x) * 255)); color.g = U8(ftoi_round(saturate(v.y) * 255)); color.b = U8(ftoi_round(saturate(v.z) * 255)); color.a = U8(ftoi_round(saturate(v.w) * 255)); return color; } inline Color32 toColor32_from_bgra(const Vector4 & v) { Color32 color; color.b = U8(ftoi_round(saturate(v.x) * 255)); color.g = U8(ftoi_round(saturate(v.y) * 255)); color.r = U8(ftoi_round(saturate(v.z) * 255)); color.a = U8(ftoi_round(saturate(v.w) * 255)); return color; } inline Color32 toColor32_from_argb(const Vector4 & v) { Color32 color; color.a = U8(ftoi_round(saturate(v.x) * 255)); color.r = U8(ftoi_round(saturate(v.y) * 255)); color.g = U8(ftoi_round(saturate(v.z) * 255)); color.b = U8(ftoi_round(saturate(v.w) * 255)); return color; } inline Vector4 toVector4(Color32 c) { const float scale = 1.0f / 255.0f; return Vector4(c.r * scale, c.g * scale, c.b * scale, c.a * scale); } inline float perceptualColorDistance(Vector3::Arg c0, Vector3::Arg c1) { float rmean = (c0.x + c1.x) * 0.5f; float r = c1.x - c0.x; float g = c1.y - c0.y; float b = c1.z - c0.z; return sqrtf((2 + rmean)*r*r + 4*g*g + (3 - rmean)*b*b); } inline float hue(float r, float g, float b) { float h = atan2f(sqrtf(3.0f)*(g-b), 2*r-g-b) * (1.0f / (2 * PI)) + 0.5f; return h; } inline float toSrgb(float f) { if (nv::isNan(f)) f = 0.0f; else if (f <= 0.0f) f = 0.0f; else if (f <= 0.0031308f) f = 12.92f * f; else if (f <= 1.0f) f = (powf(f, 0.41666f) * 1.055f) - 0.055f; else f = 1.0f; return f; } inline float fromSrgb(float f) { if (f < 0.0f) f = 0.0f; else if (f < 0.04045f) f = f / 12.92f; else if (f <= 1.0f) f = powf((f + 0.055f) / 1.055f, 2.4f); else f = 1.0f; return f; } inline Vector3 toSrgb(const Vector3 & v) { return Vector3(toSrgb(v.x), toSrgb(v.y), toSrgb(v.z)); } inline Vector3 fromSrgb(const Vector3 & v) { return Vector3(fromSrgb(v.x), fromSrgb(v.y), fromSrgb(v.z)); } } // nv namespace #endif // NV_MATH_COLOR_INL