2017-04-17 06:17:10 -06:00

193 lines
5.8 KiB
C++
Executable File

/**********************************************************************
*<
FILE: acolor.h
DESCRIPTION: floating point color + alpha
CREATED BY: Dan Silva
HISTORY:
*> Copyright (c) 1994, All Rights Reserved.
**********************************************************************/
#ifndef _ACOLOR_H
#define _ACOLOR_H
#include "maxtypes.h"
#include "point3.h"
#include "point4.h"
#include "color.h"
class AColor {
public:
float r,g,b,a;
// Constructors
AColor() {}
AColor(float R, float G, float B, float A=1.0f) { r = R; g = G; b = B; a = A; }
AColor(double R, double G, double B, double A=1.0) {
r = (float)R; g = (float)G; b = (float)B; a = (float)A; }
AColor(int R, int G, int B, int A=0) {
r = (float)R; g = (float)G; b = (float)B; a = (float)A; }
AColor(const AColor& c) { r = c.r; g = c.g; b = c.b; a = c.a; }
AColor(const Color& c, float alph=1.0f) { r = c.r; g = c.g; b = c.b; a = alph; }
DllExport explicit AColor(DWORD rgb, float alph=1.0f); // from Windows RGB value
AColor(Point4 p) { r = p.x; g = p.y; b = p.z; a = p.w; }
AColor(float af[4]) { r = af[0]; g = af[1]; b = af[2];a = af[3]; }
AColor(const BMM_Color_24& c) {
r = float(c.r)/255.0f; g = float(c.g)/255.0f; b = float(c.b)/255.0f; a = 1.0f;
}
AColor(const BMM_Color_32& c) {
r = float(c.r)/255.0f; g = float(c.g)/255.0f; b = float(c.b)/255.0f; a = float(c.a)/255.0f;
}
AColor(const BMM_Color_48& c) {
r = float(c.r)/65535.0f; g = float(c.g)/65535.0f; b = float(c.b)/65535.0f; a = 1.0f;
}
AColor(const BMM_Color_64& c) {
r = float(c.r)/65535.0f; g = float(c.g)/65535.0f; b = float(c.b)/65535.0f; a = float(c.a)/65535.0f;
}
AColor(const BMM_Color_fl& c) {
r = c.r; g = c.g; b = c.b; a = c.a;
}
void Black() { r = g = b = 0.0f; a = 1.0f; }
void White() { r = g = b = 1.0f; a = 1.0f; }
DllExport void ClampMax(); // makes components >= 0.0
DllExport void ClampMin(); // makes components <= 1.0
DllExport void ClampMinMax(); // makes components in [0,1]
// Access operators
float& operator[](int i) { return (&r)[i]; }
const float& operator[](int i) const { return (&r)[i]; }
// Conversion functions
operator float*() { return(&r); }
operator Color() { return Color(r,g,b); }
// Convert to Bitmap Manager types
operator BMM_Color_24() {
BMM_Color_24 c;
c.r = int(r*255.0f); c.g = int(g*255.0f); c.b = int(b*255.0f);
return c;
}
operator BMM_Color_32() {
BMM_Color_32 c;
c.r = int(r*255.0f); c.g = int(g*255.0f); c.b = int(b*255.0f); c.a = int(a*255.0f);
return c;
}
operator BMM_Color_48() {
BMM_Color_48 c;
c.r = int(r*65535.0f); c.g = int(g*65535.0f); c.b = int(b*65535.0f);
return c;
}
operator BMM_Color_64() {
BMM_Color_64 c;
c.r = int(r*65535.0f); c.g = int(g*65535.0f); c.b = int(b*65535.0f); c.a = int(a*65535.0f);
return c;
}
operator BMM_Color_fl() {
BMM_Color_fl c;
c.r = r; c.g = g; c.b = b; c.a = a;
return c;
}
// Convert to Windows RGB
// operator DWORD() { return RGB(FLto255(r),FLto255(g), FLto255(b)); }
DWORD toRGB() { return RGB(FLto255(r),FLto255(g), FLto255(b)); };
// Convert to Point3, 4
operator Point3() { return Point3(r,g,b); }
operator Point4() { return Point4(r,g,b,a); }
// Unary operators
AColor operator-() const { return (AColor(-r,-g,-b, -a)); }
AColor operator+() const { return *this; }
// Assignment operators
inline AColor& operator-=(const AColor&);
inline AColor& operator+=(const AColor&);
inline AColor& operator*=(float);
inline AColor& operator/=(float);
inline AColor& operator*=(const AColor&); // element-by-element multiplg.
// Test for equality
int operator==(const AColor& p) const { return ((p.r==r)&&(p.g==g)&&(p.b==b)&&(p.a==a)); }
int operator!=(const AColor& p) const { return ((p.r!=r)||(p.g!=g)||(p.b!=b)||(p.a!=a)); }
// Binary operators
inline AColor operator-(const AColor&) const;
inline AColor operator+(const AColor&) const;
inline AColor operator/(const AColor&) const;
inline AColor operator*(const AColor&) const;
inline AColor operator^(const AColor&) const; // CROSS PRODUCT
};
int DllExport MaxComponent(const AColor&); // the component with the maximum abs value
int DllExport MinComponent(const AColor&); // the component with the minimum abs value
// Inlines:
inline AColor& AColor::operator-=(const AColor& c) {
r -= c.r; g -= c.g; b -= c.b; a -= c.a;
return *this;
}
inline AColor& AColor::operator+=(const AColor& c) {
r += c.r; g += c.g; b += c.b; a += c.a;
return *this;
}
inline AColor& AColor::operator*=(float f) {
r *= f; g *= f; b *= f; a *= f;
return *this;
}
inline AColor& AColor::operator/=(float f) {
r /= f; g /= f; b /= f; a /= f;
return *this;
}
inline AColor& AColor::operator*=(const AColor& c) {
r *= c.r; g *= c.g; b *= c.b; a *= c.a;
return *this;
}
inline AColor AColor::operator-(const AColor& c) const {
return(AColor(r-c.r,g-c.g,b-c.b,a-c.a));
}
inline AColor AColor::operator+(const AColor& c) const {
return(AColor(r+c.r,g+c.g,b+c.b,a+c.a));
}
inline AColor AColor::operator/(const AColor& c) const {
return AColor(r/c.r,g/c.g,b/c.b,a/c.a);
}
inline AColor AColor::operator*(const AColor& c) const {
return AColor(r*c.r, g*c.g, b*c.b, a*c.a);
}
inline AColor operator*(float f, const AColor& a) {
return(AColor(a.r*f, a.g*f, a.b*f, a.a*f));
}
inline AColor operator*(const AColor& a, float f) {
return(AColor(a.r*f, a.g*f, a.b*f, a.a*f));
}
// Composite fg over bg, assuming associated alpha,
// i.e. pre-multiplied alpha for both fg and bg
inline AColor CompOver(const AColor &fg, const AColor& bg) {
return fg + (1.0f-fg.a)*bg;
}
typedef AColor RGBA;
#endif