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/**
* @file v4color.h
* @brief LLColor4 class header file.
*
* $LicenseInfo:firstyear=2001&license=viewergpl$
*
* Copyright (c) 2001-2007, 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://secondlife.com/developers/opensource/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://secondlife.com/developers/opensource/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
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