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nvidia-texture-tools/src/nvmath/Color.h

181 lines
4.3 KiB
C++

// This code is in the public domain -- castanyo@yahoo.es
#pragma once
#ifndef NV_MATH_COLOR_H
#define NV_MATH_COLOR_H
#include "nvcore/Debug.h"
#include "nvmath/Vector.h"
namespace nv
{
/// 64 bit color stored as BGRA.
class NVMATH_CLASS Color64
{
public:
Color64() { }
Color64(const Color64 & c) : u(c.u) { }
Color64(uint16 R, uint16 G, uint16 B, uint16 A) { setRGBA(R, G, B, A); }
explicit Color64(uint64 U) : u(U) { }
void setRGBA(uint16 R, uint16 G, uint16 B, uint16 A)
{
r = R;
g = G;
b = B;
a = A;
}
operator uint64 () const {
return u;
}
union {
struct {
#if NV_LITTLE_ENDIAN
uint16 r, a, b, g;
#else
uint16 a: 16;
uint16 r: 16;
uint16 g: 16;
uint16 b: 16;
#endif
};
uint64 u;
};
};
/// 32 bit color stored as BGRA.
class NVMATH_CLASS Color32
{
public:
Color32() { }
Color32(const Color32 & c) : u(c.u) { }
Color32(uint8 R, uint8 G, uint8 B) { setRGBA(R, G, B, 0xFF); }
Color32(uint8 R, uint8 G, uint8 B, uint8 A) { setRGBA( R, G, B, A); }
//Color32(uint8 c[4]) { setRGBA(c[0], c[1], c[2], c[3]); }
//Color32(float R, float G, float B) { setRGBA(uint(R*255), uint(G*255), uint(B*255), 0xFF); }
//Color32(float R, float G, float B, float A) { setRGBA(uint(R*255), uint(G*255), uint(B*255), uint(A*255)); }
explicit Color32(uint32 U) : u(U) { }
void setRGBA(uint8 R, uint8 G, uint8 B, uint8 A)
{
r = R;
g = G;
b = B;
a = A;
}
void setBGRA(uint8 B, uint8 G, uint8 R, uint8 A = 0xFF)
{
r = R;
g = G;
b = B;
a = A;
}
operator uint32 () const {
return u;
}
union {
struct {
#if NV_LITTLE_ENDIAN
uint8 b, g, r, a;
#else
uint8 a: 8;
uint8 r: 8;
uint8 g: 8;
uint8 b: 8;
#endif
};
uint32 u;
};
};
/// 16 bit 565 BGR color.
class NVMATH_CLASS Color16
{
public:
Color16() { }
Color16(const Color16 & c) : u(c.u) { }
explicit Color16(uint16 U) : u(U) { }
union {
struct {
#if NV_LITTLE_ENDIAN
uint16 b : 5;
uint16 g : 6;
uint16 r : 5;
#else
uint16 r : 5;
uint16 g : 6;
uint16 b : 5;
#endif
};
uint16 u;
};
};
/// Clamp color components.
inline Vector3 colorClamp(Vector3::Arg c)
{
return Vector3(clamp(c.x, 0.0f, 1.0f), clamp(c.y, 0.0f, 1.0f), clamp(c.z, 0.0f, 1.0f));
}
/// 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 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;
}
/// 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;
}
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);
}
} // nv namespace
#endif // NV_MATH_COLOR_H