This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.
This reverts commit a9be52c41a.
97 lines
2.8 KiB
C++
97 lines
2.8 KiB
C++
#include "stdafx.h"
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#include "Color.h"
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//Creates an opaque sRGB color with the specified red, green, and blue values in the range (0.0 - 1.0).
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//Alpha is defaulted to 1.0. The actual color used in rendering depends on finding the best match given the color space
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//available for a particular output device.
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//Parameters:
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//r - the red component
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//g - the green component
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//b - the blue component
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//Throws:
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//IllegalArgumentException - if r, g or b are outside of the range 0.0 to 1.0, inclusive
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Color::Color( float r, float g, float b)
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{
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assert( r >= 0.0f && r <= 1.0f );
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assert( g >= 0.0f && g <= 1.0f );
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assert( b >= 0.0f && b <= 1.0f );
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//argb
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colour = ( (0xFF<<24) | ( (int)(r*255)<<16 ) | ( (int)(g*255)<<8 ) | ( (int)(b*255) ) );
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}
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Color::Color( int r, int g, int b)
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{
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colour = ( (0xFF<<24) | ( (r&0xff)<<16 ) | ( (g&0xff)<<8 ) | ( (b&0xff) ) );
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}
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//Creates a Color object based on the specified values for the HSB color model.
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//The s and b components should be floating-point values between zero and one (numbers in the range 0.0-1.0).
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//The h component can be any floating-point number. The floor of this number is subtracted from it to create a fraction between 0 and 1.
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//This fractional number is then multiplied by 360 to produce the hue angle in the HSB color model.
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//
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//Parameters:
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//h - the hue component
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//s - the saturation of the color
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//b - the brightness of the color
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//Returns:
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//a Color object with the specified hue, saturation, and brightness.
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Color Color::getHSBColor(float hue, float saturation, float brightness)
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{
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int r = 0, g = 0, b = 0;
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if (saturation == 0)
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{
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r = g = b = (int) (brightness * 255.0f + 0.5f);
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}
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else
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{
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float h = (hue - (float)floor(hue)) * 6.0f;
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float f = h - (float)floor(h);
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float p = brightness * (1.0f - saturation);
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float q = brightness * (1.0f - saturation * f);
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float t = brightness * (1.0f - (saturation * (1.0f - f)));
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switch ((int) h)
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{
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case 0:
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r = (int) (brightness * 255.0f + 0.5f);
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g = (int) (t * 255.0f + 0.5f);
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b = (int) (p * 255.0f + 0.5f);
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break;
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case 1:
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r = (int) (q * 255.0f + 0.5f);
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g = (int) (brightness * 255.0f + 0.5f);
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b = (int) (p * 255.0f + 0.5f);
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break;
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case 2:
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r = (int) (p * 255.0f + 0.5f);
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g = (int) (brightness * 255.0f + 0.5f);
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b = (int) (t * 255.0f + 0.5f);
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break;
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case 3:
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r = (int) (p * 255.0f + 0.5f);
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g = (int) (q * 255.0f + 0.5f);
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b = (int) (brightness * 255.0f + 0.5f);
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break;
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case 4:
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r = (int) (t * 255.0f + 0.5f);
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g = (int) (p * 255.0f + 0.5f);
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b = (int) (brightness * 255.0f + 0.5f);
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break;
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case 5:
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r = (int) (brightness * 255.0f + 0.5f);
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g = (int) (p * 255.0f + 0.5f);
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b = (int) (q * 255.0f + 0.5f);
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break;
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}
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}
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return Color( r, g, b );
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}
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int Color::getRGB()
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{
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return colour;
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} |