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Color.h
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#pragma once
#include "Math.h"
#define RGBA_COLOR32(r, g, b, a) (int)(((BYTE)(a) << 24) | ((BYTE)(b) << 16) | ((BYTE)(g) << 8) | (BYTE)(r))
#define RGBX_COLOR32(r, g, b) (int)(((BYTE)(0xFF) << 24) | ((BYTE)(b) << 16) | ((BYTE)(g) << 8) | (BYTE)(r))
class Color
{
public:
Color()
: m_color32(0)
{
}
Color(int color32)
: m_color32(color32)
{
}
Color(int _r, int _g, int _b)
{
SetColor(_r, _g, _b);
}
Color(int _r, int _g, int _b, int _a)
{
SetColor(_r, _g, _b, _a);
}
Color(float r, float g, float b)
{
SetColor((int)(r * 255.0f), (int)(g * 255.0f), (int)(b * 255.0f), 255);
}
Color(float r, float g, float b, float a)
{
SetColor((int)(r * 255.0f), (int)(g * 255.0f), (int)(b * 255.0f), (int)(a * 255.0f));
}
Color(const Vector4& vColor)
{
SetColor((int)(vColor[0] * 255.0f), (int)(vColor[1] * 255.0f), (int)(vColor[2] * 255.0f), (int)(vColor[3] * 255.0f));
}
Color(const float* rgba)
{
SetColor((int)(rgba[0] * 255.0f), (int)(rgba[1] * 255.0f), (int)(rgba[2] * 255.0f), (int)(rgba[3] * 255.0f));
}
void SetColor(int _r, int _g, int _b, int _a = 255)
{
m_color[0] = (unsigned char)_r;
m_color[1] = (unsigned char)_g;
m_color[2] = (unsigned char)_b;
m_color[3] = (unsigned char)_a;
}
void GetColor(int& _r, int& _g, int& _b, int& _a) const
{
_r = m_color[0];
_g = m_color[1];
_b = m_color[2];
_a = m_color[3];
}
void Reverse()
{
_rotl(m_color32, 24);
}
const unsigned char* RetColor() const
{
return m_color;
}
void SetRawColor(int color32)
{
this->m_color32 = color32;
}
int GetRawColor() const
{
return this->m_color32;
}
int GetD3DColor() const
{
return ((int)(((m_color[3]) << 24) | ((m_color[0]) << 16) | ((m_color[1]) << 8) | (m_color[2])));
}
inline int r() const
{
return m_color[0];
}
inline int g() const
{
return m_color[1];
}
inline int b() const
{
return m_color[2];
}
inline int a() const
{
return m_color[3];
}
inline float rBase() const
{
return m_color[0] / 255.0f;
}
inline float gBase() const
{
return m_color[1] / 255.0f;
}
inline float bBase() const
{
return m_color[2] / 255.0f;
}
inline float aBase() const
{
return m_color[3] / 255.0f;
}
unsigned char& operator[](int index)
{
return m_color[index];
}
const unsigned char& operator[](int index) const
{
return m_color[index];
}
bool operator==(const Color& rhs) const
{
return (m_color32 == rhs.m_color32);
}
bool operator!=(const Color& rhs) const
{
return !(operator==(rhs));
}
Color& operator=(const Color& rhs)
{
SetRawColor(rhs.GetRawColor());
return *this;
}
operator Vector4()
{
return Vector4(m_color[0] / 255.f, m_color[1] / 255.f, m_color[2] / 255.f, m_color[3] / 255.f);
}
operator XMFLOAT4()
{
return XMFLOAT4(m_color[0] / 255.f, m_color[1] / 255.f, m_color[2] / 255.f, m_color[3] / 255.f);
}
void GetFloatColor(float* rgba) const
{
rgba[0] = m_color[0] / 255.0f;
rgba[1] = m_color[1] / 255.0f;
rgba[2] = m_color[2] / 255.0f;
rgba[3] = m_color[3] / 255.0f;
}
float Hue() const
{
if (m_color[0] == m_color[1] && m_color[1] == m_color[2])
{
return 0.0f;
}
float r = m_color[0] / 255.0f;
float g = m_color[1] / 255.0f;
float b = m_color[2] / 255.0f;
float max = r > g ? r : g > b ? g : b,
min = r < g ? r : g < b ? g : b;
float delta = max - min;
float hue = 0.0f;
if (r == max)
{
hue = (g - b) / delta;
}
else if (g == max)
{
hue = 2 + (b - r) / delta;
}
else if (b == max)
{
hue = 4 + (r - g) / delta;
}
hue *= 60;
if (hue < 0.0f)
{
hue += 360.0f;
}
return hue;
}
float Saturation() const
{
float r = m_color[0] / 255.0f;
float g = m_color[1] / 255.0f;
float b = m_color[2] / 255.0f;
float max = r > g ? r : g > b ? g : b,
min = r < g ? r : g < b ? g : b;
float l, s = 0;
if (max != min)
{
l = (max + min) / 2;
if (l <= 0.5f)
s = (max - min) / (max + min);
else
s = (max - min) / (2 - max - min);
}
return s;
}
float Brightness() const
{
float r = m_color[0] / 255.0f;
float g = m_color[1] / 255.0f;
float b = m_color[2] / 255.0f;
float max = r > g ? r : g > b ? g : b;
float min = r < g ? r : g < b ? g : b;
return (max + min) / 2;
}
static Color FromHSB(float hue, float saturation, float brightness)
{
float h = (hue == 1.0f) ? 0 : hue * 6.0f;
float f = h - (int)h;
float p = brightness * (1.0f - saturation);
float q = brightness * (1.0f - saturation * f);
float t = brightness * (1.0f - (saturation * (1.0f - f)));
if (h < 1)
{
return Color(
(unsigned char)(brightness * 255),
(unsigned char)(t * 255),
(unsigned char)(p * 255)
);
}
else if (h < 2)
{
return Color(
(unsigned char)(q * 255),
(unsigned char)(brightness * 255),
(unsigned char)(p * 255)
);
}
else if (h < 3)
{
return Color(
(unsigned char)(p * 255),
(unsigned char)(brightness * 255),
(unsigned char)(t * 255)
);
}
else if (h < 4)
{
return Color(
(unsigned char)(p * 255),
(unsigned char)(q * 255),
(unsigned char)(brightness * 255)
);
}
else if (h < 5)
{
return Color(
(unsigned char)(t * 255),
(unsigned char)(p * 255),
(unsigned char)(brightness * 255)
);
}
else
{
return Color(
(unsigned char)(brightness * 255),
(unsigned char)(p * 255),
(unsigned char)(q * 255)
);
}
}
static Color Red()
{
return Color(255, 0, 0);
}
static Color Green()
{
return Color(0, 255, 0);
}
static Color Blue()
{
return Color(0, 0, 255);
}
static Color Yellow()
{
return Color(255, 255, 0);
}
static Color LightBlue()
{
return Color(100, 100, 255);
}
static Color Grey()
{
return Color(128, 128, 128);
}
static Color DarkGrey()
{
return Color(45, 45, 45);
}
static Color Black()
{
return Color(0, 0, 0);
}
static Color White()
{
return Color(255, 255, 255);
}
static Color Purple()
{
return Color(220, 0, 220);
}
private:
union
{
unsigned char m_color[4];
unsigned int m_color32;
struct
{
unsigned char m_r;
unsigned char m_g;
unsigned char m_b;
unsigned char m_a;
};
};
};