/** * @file v4color.h * @brief LLColor4 class header file. * * $LicenseInfo:firstyear=2001&license=viewergpl$ * * Copyright (c) 2001-2008, Linden Research, Inc. * * Second Life Viewer Source Code * The source code in this file ("Source Code") is provided by Linden Lab * to you under the terms of the GNU General Public License, version 2.0 * ("GPL"), unless you have obtained a separate licensing agreement * ("Other License"), formally executed by you and Linden Lab. Terms of * the GPL can be found in doc/GPL-license.txt in this distribution, or * online at http://secondlifegrid.net/programs/open_source/licensing/gplv2 * * There are special exceptions to the terms and conditions of the GPL as * it is applied to this Source Code. View the full text of the exception * in the file doc/FLOSS-exception.txt in this software distribution, or * online at http://secondlifegrid.net/programs/open_source/licensing/flossexception * * By copying, modifying or distributing this software, you acknowledge * that you have read and understood your obligations described above, * and agree to abide by those obligations. * * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY, * COMPLETENESS OR PERFORMANCE. * $/LicenseInfo$ */ #ifndef LL_V4COLOR_H #define LL_V4COLOR_H #include "llerror.h" //#include "vmath.h" #include "llmath.h" #include "llsd.h" class LLColor3; class LLColor4U; class LLVector4; // LLColor4 = |x y z w| static const U32 LENGTHOFCOLOR4 = 4; static const U32 MAX_LENGTH_OF_COLOR_NAME = 15; //Give plenty of room for additional colors... class LLColor4 { public: F32 mV[LENGTHOFCOLOR4]; LLColor4(); // Initializes LLColor4 to (0, 0, 0, 1) LLColor4(F32 r, F32 g, F32 b); // Initializes LLColor4 to (r, g, b, 1) LLColor4(F32 r, F32 g, F32 b, F32 a); // Initializes LLColor4 to (r. g, b, a) LLColor4(U32 clr); // Initializes LLColor4 to (r=clr>>24, etc)) LLColor4(const F32 *vec); // Initializes LLColor4 to (vec[0]. vec[1], vec[2], 1) LLColor4(const LLColor3 &vec, F32 a = 1.f); // Initializes LLColor4 to (vec, a) LLColor4(const LLSD& sd); explicit LLColor4(const LLColor4U& color4u); // "explicit" to avoid automatic conversion explicit LLColor4(const LLVector4& vector4); // "explicit" to avoid automatic conversion LLSD getValue() const { LLSD ret; ret[0] = mV[0]; ret[1] = mV[1]; ret[2] = mV[2]; ret[3] = mV[3]; return ret; } void setValue(const LLSD& sd) { mV[0] = (F32) sd[0].asReal(); mV[1] = (F32) sd[1].asReal(); mV[2] = (F32) sd[2].asReal(); mV[3] = (F32) sd[3].asReal(); } void calcHSL(F32* hue, F32* saturation, F32* luminance) const; const LLColor4& setToBlack(); // zero LLColor4 to (0, 0, 0, 1) const LLColor4& setToWhite(); // zero LLColor4 to (0, 0, 0, 1) const LLColor4& setVec(F32 r, F32 g, F32 b, F32 a); // Sets LLColor4 to (r, g, b, a) const LLColor4& setVec(F32 r, F32 g, F32 b); // Sets LLColor4 to (r, g, b) (no change in a) const LLColor4& setVec(const LLColor4 &vec); // Sets LLColor4 to vec const LLColor4& setVec(const LLColor3 &vec); // Sets LLColor4 to LLColor3 vec (no change in alpha) const LLColor4& setVec(const LLColor3 &vec, F32 a); // Sets LLColor4 to LLColor3 vec, with alpha specified const LLColor4& setVec(const F32 *vec); // Sets LLColor4 to vec const LLColor4& setVec(const LLColor4U& color4u); // Sets LLColor4 to color4u, rescaled. const LLColor4& setAlpha(F32 a); F32 magVec() const; // Returns magnitude of LLColor4 F32 magVecSquared() const; // Returns magnitude squared of LLColor4 F32 normVec(); // Normalizes and returns the magnitude of LLColor4 BOOL isOpaque() { return mV[VALPHA] == 1.f; } F32 operator[](int idx) const { return mV[idx]; } F32 &operator[](int idx) { return mV[idx]; } const LLColor4& operator=(const LLColor3 &a); // Assigns vec3 to vec4 and returns vec4 const LLColor4& operator=(const LLSD& sd); friend std::ostream& operator<<(std::ostream& s, const LLColor4 &a); // Print a friend LLColor4 operator+(const LLColor4 &a, const LLColor4 &b); // Return vector a + b friend LLColor4 operator-(const LLColor4 &a, const LLColor4 &b); // Return vector a minus b friend LLColor4 operator*(const LLColor4 &a, const LLColor4 &b); // Return component wise a * b friend LLColor4 operator*(const LLColor4 &a, F32 k); // Return rgb times scaler k (no alpha change) friend LLColor4 operator*(F32 k, const LLColor4 &a); // Return rgb times scaler k (no alpha change) friend LLColor4 operator%(const LLColor4 &a, F32 k); // Return alpha times scaler k (no rgb change) friend LLColor4 operator%(F32 k, const LLColor4 &a); // Return alpha times scaler k (no rgb change) friend bool operator==(const LLColor4 &a, const LLColor4 &b); // Return a == b friend bool operator!=(const LLColor4 &a, const LLColor4 &b); // Return a != b friend bool operator==(const LLColor4 &a, const LLColor3 &b); // Return a == b friend bool operator!=(const LLColor4 &a, const LLColor3 &b); // Return a != b friend const LLColor4& operator+=(LLColor4 &a, const LLColor4 &b); // Return vector a + b friend const LLColor4& operator-=(LLColor4 &a, const LLColor4 &b); // Return vector a minus b friend const LLColor4& operator*=(LLColor4 &a, F32 k); // Return rgb times scaler k (no alpha change) friend const LLColor4& operator%=(LLColor4 &a, F32 k); // Return alpha times scaler k (no rgb change) friend const LLColor4& operator*=(LLColor4 &a, const LLColor4 &b); // Doesn't multiply alpha! (for lighting) // conversion operator const LLColor4U() const; // Basic color values. static LLColor4 red; static LLColor4 green; static LLColor4 blue; static LLColor4 black; static LLColor4 white; static LLColor4 yellow; static LLColor4 magenta; static LLColor4 cyan; static LLColor4 smoke; static LLColor4 grey; static LLColor4 orange; static LLColor4 purple; static LLColor4 pink; static LLColor4 transparent; // Extra color values. static LLColor4 grey1; static LLColor4 grey2; static LLColor4 grey3; static LLColor4 grey4; static LLColor4 red1; static LLColor4 red2; static LLColor4 red3; static LLColor4 red4; static LLColor4 red5; static LLColor4 green1; static LLColor4 green2; static LLColor4 green3; static LLColor4 green4; static LLColor4 green5; static LLColor4 green6; static LLColor4 blue1; static LLColor4 blue2; static LLColor4 blue3; static LLColor4 blue4; static LLColor4 blue5; static LLColor4 blue6; static LLColor4 yellow1; static LLColor4 yellow2; static LLColor4 yellow3; static LLColor4 yellow4; static LLColor4 yellow5; static LLColor4 yellow6; static LLColor4 yellow7; static LLColor4 yellow8; static LLColor4 yellow9; static LLColor4 orange1; static LLColor4 orange2; static LLColor4 orange3; static LLColor4 orange4; static LLColor4 orange5; static LLColor4 orange6; static LLColor4 magenta1; static LLColor4 magenta2; static LLColor4 magenta3; static LLColor4 magenta4; static LLColor4 purple1; static LLColor4 purple2; static LLColor4 purple3; static LLColor4 purple4; static LLColor4 purple5; static LLColor4 purple6; static LLColor4 pink1; static LLColor4 pink2; static LLColor4 cyan1; static LLColor4 cyan2; static LLColor4 cyan3; static LLColor4 cyan4; static LLColor4 cyan5; static LLColor4 cyan6; static BOOL parseColor(const std::string& buf, LLColor4* color); static BOOL parseColor4(const std::string& buf, LLColor4* color); inline void clamp(); }; // Non-member functions F32 distVec(const LLColor4 &a, const LLColor4 &b); // Returns distance between a and b F32 distVec_squared(const LLColor4 &a, const LLColor4 &b); // Returns distance squared between a and b LLColor3 vec4to3(const LLColor4 &vec); LLColor4 vec3to4(const LLColor3 &vec); LLColor4 lerp(const LLColor4 &a, const LLColor4 &b, F32 u); inline LLColor4::LLColor4(void) { mV[VX] = 0.f; mV[VY] = 0.f; mV[VZ] = 0.f; mV[VW] = 1.f; } inline LLColor4::LLColor4(const LLSD& sd) { *this = sd; } inline LLColor4::LLColor4(F32 r, F32 g, F32 b) { mV[VX] = r; mV[VY] = g; mV[VZ] = b; mV[VW] = 1.f; } inline LLColor4::LLColor4(F32 r, F32 g, F32 b, F32 a) { mV[VX] = r; mV[VY] = g; mV[VZ] = b; mV[VW] = a; } inline LLColor4::LLColor4(U32 clr) { mV[VX] = (clr&0xff) * (1.0f/255.0f); mV[VY] = ((clr>>8)&0xff) * (1.0f/255.0f); mV[VZ] = ((clr>>16)&0xff) * (1.0f/255.0f); mV[VW] = (clr>>24) * (1.0f/255.0f); } inline LLColor4::LLColor4(const F32 *vec) { mV[VX] = vec[VX]; mV[VY] = vec[VY]; mV[VZ] = vec[VZ]; mV[VW] = vec[VW]; } inline const LLColor4& LLColor4::setToBlack(void) { mV[VX] = 0.f; mV[VY] = 0.f; mV[VZ] = 0.f; mV[VW] = 1.f; return (*this); } inline const LLColor4& LLColor4::setToWhite(void) { mV[VX] = 1.f; mV[VY] = 1.f; mV[VZ] = 1.f; mV[VW] = 1.f; return (*this); } inline const LLColor4& LLColor4::setVec(F32 x, F32 y, F32 z) { mV[VX] = x; mV[VY] = y; mV[VZ] = z; // no change to alpha! // mV[VW] = 1.f; return (*this); } inline const LLColor4& LLColor4::setVec(F32 x, F32 y, F32 z, F32 a) { mV[VX] = x; mV[VY] = y; mV[VZ] = z; mV[VW] = a; return (*this); } inline const LLColor4& LLColor4::setVec(const LLColor4 &vec) { mV[VX] = vec.mV[VX]; mV[VY] = vec.mV[VY]; mV[VZ] = vec.mV[VZ]; mV[VW] = vec.mV[VW]; return (*this); } inline const LLColor4& LLColor4::setVec(const F32 *vec) { mV[VX] = vec[VX]; mV[VY] = vec[VY]; mV[VZ] = vec[VZ]; mV[VW] = vec[VW]; return (*this); } inline const LLColor4& LLColor4::setAlpha(F32 a) { mV[VW] = a; return (*this); } // LLColor4 Magnitude and Normalization Functions inline F32 LLColor4::magVec(void) const { return fsqrtf(mV[VX]*mV[VX] + mV[VY]*mV[VY] + mV[VZ]*mV[VZ]); } inline F32 LLColor4::magVecSquared(void) const { return mV[VX]*mV[VX] + mV[VY]*mV[VY] + mV[VZ]*mV[VZ]; } inline F32 LLColor4::normVec(void) { F32 mag = fsqrtf(mV[VX]*mV[VX] + mV[VY]*mV[VY] + mV[VZ]*mV[VZ]); F32 oomag; if (mag) { oomag = 1.f/mag; mV[VX] *= oomag; mV[VY] *= oomag; mV[VZ] *= oomag; } return (mag); } // LLColor4 Operators inline LLColor4 operator+(const LLColor4 &a, const LLColor4 &b) { return LLColor4( a.mV[VX] + b.mV[VX], a.mV[VY] + b.mV[VY], a.mV[VZ] + b.mV[VZ], a.mV[VW] + b.mV[VW]); } inline LLColor4 operator-(const LLColor4 &a, const LLColor4 &b) { return LLColor4( a.mV[VX] - b.mV[VX], a.mV[VY] - b.mV[VY], a.mV[VZ] - b.mV[VZ], a.mV[VW] - b.mV[VW]); } inline LLColor4 operator*(const LLColor4 &a, const LLColor4 &b) { return LLColor4( a.mV[VX] * b.mV[VX], a.mV[VY] * b.mV[VY], a.mV[VZ] * b.mV[VZ], a.mV[VW] * b.mV[VW]); } inline LLColor4 operator*(const LLColor4 &a, F32 k) { // only affects rgb (not a!) return LLColor4( a.mV[VX] * k, a.mV[VY] * k, a.mV[VZ] * k, a.mV[VW]); } inline LLColor4 operator*(F32 k, const LLColor4 &a) { // only affects rgb (not a!) return LLColor4( a.mV[VX] * k, a.mV[VY] * k, a.mV[VZ] * k, a.mV[VW]); } inline LLColor4 operator%(F32 k, const LLColor4 &a) { // only affects alpha (not rgb!) return LLColor4( a.mV[VX], a.mV[VY], a.mV[VZ], a.mV[VW] * k); } inline LLColor4 operator%(const LLColor4 &a, F32 k) { // only affects alpha (not rgb!) return LLColor4( a.mV[VX], a.mV[VY], a.mV[VZ], a.mV[VW] * k); } inline bool operator==(const LLColor4 &a, const LLColor4 &b) { return ( (a.mV[VX] == b.mV[VX]) &&(a.mV[VY] == b.mV[VY]) &&(a.mV[VZ] == b.mV[VZ]) &&(a.mV[VW] == b.mV[VW])); } inline bool operator!=(const LLColor4 &a, const LLColor4 &b) { return ( (a.mV[VX] != b.mV[VX]) ||(a.mV[VY] != b.mV[VY]) ||(a.mV[VZ] != b.mV[VZ]) ||(a.mV[VW] != b.mV[VW])); } inline const LLColor4& operator+=(LLColor4 &a, const LLColor4 &b) { a.mV[VX] += b.mV[VX]; a.mV[VY] += b.mV[VY]; a.mV[VZ] += b.mV[VZ]; a.mV[VW] += b.mV[VW]; return a; } inline const LLColor4& operator-=(LLColor4 &a, const LLColor4 &b) { a.mV[VX] -= b.mV[VX]; a.mV[VY] -= b.mV[VY]; a.mV[VZ] -= b.mV[VZ]; a.mV[VW] -= b.mV[VW]; return a; } inline const LLColor4& operator*=(LLColor4 &a, F32 k) { // only affects rgb (not a!) a.mV[VX] *= k; a.mV[VY] *= k; a.mV[VZ] *= k; return a; } inline const LLColor4& operator *=(LLColor4 &a, const LLColor4 &b) { a.mV[VX] *= b.mV[VX]; a.mV[VY] *= b.mV[VY]; a.mV[VZ] *= b.mV[VZ]; // a.mV[VW] *= b.mV[VW]; return a; } inline const LLColor4& operator%=(LLColor4 &a, F32 k) { // only affects alpha (not rgb!) a.mV[VW] *= k; return a; } // Non-member functions inline F32 distVec(const LLColor4 &a, const LLColor4 &b) { LLColor4 vec = a - b; return (vec.magVec()); } inline F32 distVec_squared(const LLColor4 &a, const LLColor4 &b) { LLColor4 vec = a - b; return (vec.magVecSquared()); } inline LLColor4 lerp(const LLColor4 &a, const LLColor4 &b, F32 u) { return LLColor4( a.mV[VX] + (b.mV[VX] - a.mV[VX]) * u, a.mV[VY] + (b.mV[VY] - a.mV[VY]) * u, a.mV[VZ] + (b.mV[VZ] - a.mV[VZ]) * u, a.mV[VW] + (b.mV[VW] - a.mV[VW]) * u); } void LLColor4::clamp() { // Clamp the color... if (mV[0] < 0.f) { mV[0] = 0.f; } else if (mV[0] > 1.f) { mV[0] = 1.f; } if (mV[1] < 0.f) { mV[1] = 0.f; } else if (mV[1] > 1.f) { mV[1] = 1.f; } if (mV[2] < 0.f) { mV[2] = 0.f; } else if (mV[2] > 1.f) { mV[2] = 1.f; } if (mV[3] < 0.f) { mV[3] = 0.f; } else if (mV[3] > 1.f) { mV[3] = 1.f; } } inline const LLColor4& LLColor4::operator=(const LLSD& sd) { mV[0] = (F32) sd[0].asReal(); mV[1] = (F32) sd[1].asReal(); mV[2] = (F32) sd[2].asReal(); mV[3] = (F32) sd[3].asReal(); return *this; } #endif