// Copyright (c) Xenko contributors (https://xenko.com) and Silicon Studio Corp. (https://www.siliconstudio.co.jp)
// Distributed under the MIT license. See the LICENSE.md file in the project root for more information.
//
// -----------------------------------------------------------------------------
// Original code from SlimMath project. http://code.google.com/p/slimmath/
// Greetings to SlimDX Group. Original code published with the following license:
// -----------------------------------------------------------------------------
/*
* Copyright (c) 2007-2011 SlimDX Group
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
using System;
using System.Globalization;
using System.Runtime.InteropServices;
using System.Runtime.Serialization;
namespace math
{
///
/// Represents a color in the form of rgba.
///
[DataContract( Name = "Color4" )]
[DataStyle( DataStyle.Compact )]
[StructLayout( LayoutKind.Sequential, Pack = 4 )]
public struct Color4 : IEquatable, IFormattable
{
private const string ToStringFormat = "A:{0} R:{1} G:{2} B:{3}";
///
/// The Black color (0, 0, 0, 1).
///
public static readonly Color4 Black = new Color4( 0.0f, 0.0f, 0.0f, 1.0f );
///
/// The White color (1, 1, 1, 1).
///
public static readonly Color4 White = new Color4( 1.0f, 1.0f, 1.0f, 1.0f );
///
/// The red component of the color.
///
[DataMember( Order = 0 )]
public float R;
///
/// The green component of the color.
///
[DataMember( Order = 1 )]
public float G;
///
/// The blue component of the color.
///
[DataMember( Order = 2 )]
public float B;
///
/// The alpha component of the color.
///
[DataMember( Order = 3 )]
public float A;
///
/// Initializes a new instance of the struct.
///
/// The value that will be assigned to all components.
public Color4( float value )
{
A = R = G = B = value;
}
///
/// Initializes a new instance of the struct.
///
/// The red component of the color.
/// The green component of the color.
/// The blue component of the color.
/// The alpha component of the color.
public Color4( float red, float green, float blue, float alpha )
{
R = red;
G = green;
B = blue;
A = alpha;
}
///
/// Initializes a new instance of the struct.
///
/// The red, green, blue, and alpha components of the color.
public Color4( Vec4 value )
{
R = value.X;
G = value.Y;
B = value.Z;
A = value.W;
}
///
/// Initializes a new instance of the struct.
///
/// The red, green, and blue components of the color.
/// The alpha component of the color.
public Color4( Vec3 value, float alpha )
{
R = value.X;
G = value.Y;
B = value.Z;
A = alpha;
}
///
/// Initializes a new instance of the struct.
///
/// A packed integer containing all four color components in RGBA order.
public Color4( uint rgba )
{
A = ( ( rgba >> 24 ) & 255 ) / 255.0f;
B = ( ( rgba >> 16 ) & 255 ) / 255.0f;
G = ( ( rgba >> 8 ) & 255 ) / 255.0f;
R = ( rgba & 255 ) / 255.0f;
}
///
/// Initializes a new instance of the struct.
///
/// A packed integer containing all four color components in RGBA order.
public Color4( int rgba )
{
A = ( ( rgba >> 24 ) & 255 ) / 255.0f;
B = ( ( rgba >> 16 ) & 255 ) / 255.0f;
G = ( ( rgba >> 8 ) & 255 ) / 255.0f;
R = ( rgba & 255 ) / 255.0f;
}
///
/// Initializes a new instance of the struct.
///
/// The values to assign to the red, green, blue, and alpha components of the color. This must be an array with four elements.
/// Thrown when is null.
/// Thrown when contains more or less than four elements.
public Color4( float[] values )
{
if( values == null )
throw new ArgumentNullException( nameof( values ) );
if( values.Length != 4 )
throw new ArgumentOutOfRangeException( nameof( values ), "There must be four and only four input values for Color4." );
R = values[0];
G = values[1];
B = values[2];
A = values[3];
}
///
/// Initializes a new instance of the struct.
///
/// used to initialize the color.
public Color4( Color3 color )
{
R = color.R;
G = color.G;
B = color.B;
A = 1.0f;
}
///
/// Initializes a new instance of the struct.
///
/// used to initialize the color.
public Color4( Color color )
{
R = color.R / 255.0f;
G = color.G / 255.0f;
B = color.B / 255.0f;
A = color.A / 255.0f;
}
///
/// Initializes a new instance of the struct.
///
/// used to initialize the color.
public Color4( ColorBGRA color )
{
R = color.R / 255.0f;
G = color.G / 255.0f;
B = color.B / 255.0f;
A = color.A / 255.0f;
}
///
/// Initializes a new instance of the struct.
///
/// used to initialize the color.
/// The alpha component of the color.
public Color4( Color3 color, float alpha )
{
R = color.R;
G = color.G;
B = color.B;
A = alpha;
}
///
/// Gets or sets the component at the specified index.
///
/// The value of the red, green, blue, and alpha components, depending on the index.
/// The index of the component to access. Use 0 for the alpha component, 1 for the red component, 2 for the green component, and 3 for the blue component.
/// The value of the component at the specified index.
/// Thrown when the is out of the range [0, 3].
public float this[int index]
{
get
{
switch( index )
{
case 0:
return R;
case 1:
return G;
case 2:
return B;
case 3:
return A;
}
throw new ArgumentOutOfRangeException( nameof( index ), "Indices for Color4 run from 0 to 3, inclusive." );
}
set
{
switch( index )
{
case 0:
R = value;
break;
case 1:
G = value;
break;
case 2:
B = value;
break;
case 3:
A = value;
break;
default:
throw new ArgumentOutOfRangeException( nameof( index ), "Indices for Color4 run from 0 to 3, inclusive." );
}
}
}
///
/// Converts the color into a packed integer.
///
/// A packed integer containing all four color components.
public int ToBgra()
{
uint a = (uint)( A * 255.0f ) & 255;
uint r = (uint)( R * 255.0f ) & 255;
uint g = (uint)( G * 255.0f ) & 255;
uint b = (uint)( B * 255.0f ) & 255;
uint value = b;
value |= g << 8;
value |= r << 16;
value |= a << 24;
return (int)value;
}
///
/// Converts the color into a packed integer.
///
public void ToBgra( out byte r, out byte g, out byte b, out byte a )
{
a = (byte)( A * 255.0f );
r = (byte)( R * 255.0f );
g = (byte)( G * 255.0f );
b = (byte)( B * 255.0f );
}
///
/// Converts the color into a packed integer.
///
/// A packed integer containing all four color components.
public int ToRgba()
{
uint a = (uint)( A * 255.0f ) & 255;
uint r = (uint)( R * 255.0f ) & 255;
uint g = (uint)( G * 255.0f ) & 255;
uint b = (uint)( B * 255.0f ) & 255;
uint value = r;
value |= g << 8;
value |= b << 16;
value |= a << 24;
return (int)value;
}
///
/// Converts the color into a three component vector.
///
/// A three component vector containing the red, green, and blue components of the color.
public Vec3 ToVector3()
{
return new Vec3( R, G, B );
}
///
/// Converts the color into a four component vector.
///
/// A four component vector containing all four color components.
public Vec4 ToVector4()
{
return new Vec4( R, G, B, A );
}
///
/// Creates an array containing the elements of the color.
///
/// A four-element array containing the components of the color.
public float[] ToArray()
{
return new[] { R, G, B, A };
}
///
/// Converts this color from linear space to sRGB space.
///
/// A color3 in sRGB space.
public Color4 ToSRgb()
{
return new Color4( MathUtil.LinearToSRgb( R ), MathUtil.LinearToSRgb( G ), MathUtil.LinearToSRgb( B ), A );
}
///
/// Converts this color from sRGB space to linear space.
///
/// A color4 in linear space.
public Color4 ToLinear()
{
return new Color4( MathUtil.SRgbToLinear( R ), MathUtil.SRgbToLinear( G ), MathUtil.SRgbToLinear( B ), A );
}
///
/// Adds two colors.
///
/// The first color to add.
/// The second color to add.
/// When the method completes, completes the sum of the two colors.
public static void Add( ref Color4 left, ref Color4 right, out Color4 result )
{
result.A = left.A + right.A;
result.R = left.R + right.R;
result.G = left.G + right.G;
result.B = left.B + right.B;
}
///
/// Adds two colors.
///
/// The first color to add.
/// The second color to add.
/// The sum of the two colors.
public static Color4 Add( Color4 left, Color4 right )
{
return new Color4( left.R + right.R, left.G + right.G, left.B + right.B, left.A + right.A );
}
///
/// Subtracts two colors.
///
/// The first color to subtract.
/// The second color to subtract.
/// WHen the method completes, contains the difference of the two colors.
public static void Subtract( ref Color4 left, ref Color4 right, out Color4 result )
{
result.A = left.A - right.A;
result.R = left.R - right.R;
result.G = left.G - right.G;
result.B = left.B - right.B;
}
///
/// Subtracts two colors.
///
/// The first color to subtract.
/// The second color to subtract
/// The difference of the two colors.
public static Color4 Subtract( Color4 left, Color4 right )
{
return new Color4( left.R - right.R, left.G - right.G, left.B - right.B, left.A - right.A );
}
///
/// Modulates two colors.
///
/// The first color to modulate.
/// The second color to modulate.
/// When the method completes, contains the modulated color.
public static void Modulate( ref Color4 left, ref Color4 right, out Color4 result )
{
result.A = left.A * right.A;
result.R = left.R * right.R;
result.G = left.G * right.G;
result.B = left.B * right.B;
}
///
/// Modulates two colors.
///
/// The first color to modulate.
/// The second color to modulate.
/// The modulated color.
public static Color4 Modulate( Color4 left, Color4 right )
{
return new Color4( left.R * right.R, left.G * right.G, left.B * right.B, left.A * right.A );
}
///
/// Scales a color.
///
/// The color to scale.
/// The amount by which to scale.
/// When the method completes, contains the scaled color.
public static void Scale( ref Color4 value, float scale, out Color4 result )
{
result.A = value.A * scale;
result.R = value.R * scale;
result.G = value.G * scale;
result.B = value.B * scale;
}
///
/// Scales a color.
///
/// The color to scale.
/// The amount by which to scale.
/// The scaled color.
public static Color4 Scale( Color4 value, float scale )
{
return new Color4( value.R * scale, value.G * scale, value.B * scale, value.A * scale );
}
///
/// Negates a color.
///
/// The color to negate.
/// When the method completes, contains the negated color.
public static void Negate( ref Color4 value, out Color4 result )
{
result.A = 1.0f - value.A;
result.R = 1.0f - value.R;
result.G = 1.0f - value.G;
result.B = 1.0f - value.B;
}
///
/// Negates a color.
///
/// The color to negate.
/// The negated color.
public static Color4 Negate( Color4 value )
{
return new Color4( 1.0f - value.R, 1.0f - value.G, 1.0f - value.B, 1.0f - value.A );
}
///
/// Restricts a value to be within a specified range.
///
/// The value to clamp.
/// The minimum value.
/// The maximum value.
/// When the method completes, contains the clamped value.
public static void Clamp( ref Color4 value, ref Color4 min, ref Color4 max, out Color4 result )
{
float alpha = value.A;
alpha = ( alpha > max.A ) ? max.A : alpha;
alpha = ( alpha < min.A ) ? min.A : alpha;
float red = value.R;
red = ( red > max.R ) ? max.R : red;
red = ( red < min.R ) ? min.R : red;
float green = value.G;
green = ( green > max.G ) ? max.G : green;
green = ( green < min.G ) ? min.G : green;
float blue = value.B;
blue = ( blue > max.B ) ? max.B : blue;
blue = ( blue < min.B ) ? min.B : blue;
result = new Color4( red, green, blue, alpha );
}
///
/// Restricts a value to be within a specified range.
///
/// The value to clamp.
/// The minimum value.
/// The maximum value.
/// The clamped value.
public static Color4 Clamp( Color4 value, Color4 min, Color4 max )
{
Color4 result;
Clamp( ref value, ref min, ref max, out result );
return result;
}
///
/// Performs a linear interpolation between two colors.
///
/// Start color.
/// End color.
/// Value between 0 and 1 indicating the weight of .
/// When the method completes, contains the linear interpolation of the two colors.
///
/// Passing a value of 0 will cause to be returned; a value of 1 will cause to be returned.
///
public static void Lerp( ref Color4 start, ref Color4 end, float amount, out Color4 result )
{
result.R = MathUtil.Lerp( start.R, end.R, amount );
result.G = MathUtil.Lerp( start.G, end.G, amount );
result.B = MathUtil.Lerp( start.B, end.B, amount );
result.A = MathUtil.Lerp( start.A, end.A, amount );
}
///
/// Performs a linear interpolation between two colors.
///
/// Start color.
/// End color.
/// Value between 0 and 1 indicating the weight of .
/// The linear interpolation of the two colors.
///
/// Passing a value of 0 will cause to be returned; a value of 1 will cause to be returned.
///
public static Color4 Lerp( Color4 start, Color4 end, float amount )
{
Color4 result;
Lerp( ref start, ref end, amount, out result );
return result;
}
///
/// Performs a cubic interpolation between two colors.
///
/// Start color.
/// End color.
/// Value between 0 and 1 indicating the weight of .
/// When the method completes, contains the cubic interpolation of the two colors.
public static void SmoothStep( ref Color4 start, ref Color4 end, float amount, out Color4 result )
{
amount = MathUtil.SmoothStep( amount );
Lerp( ref start, ref end, amount, out result );
}
///
/// Performs a cubic interpolation between two colors.
///
/// Start color.
/// End color.
/// Value between 0 and 1 indicating the weight of .
/// The cubic interpolation of the two colors.
public static Color4 SmoothStep( Color4 start, Color4 end, float amount )
{
Color4 result;
SmoothStep( ref start, ref end, amount, out result );
return result;
}
///
/// Returns a color containing the smallest components of the specified colors.
///
/// The first source color.
/// The second source color.
/// When the method completes, contains an new color composed of the largest components of the source colors.
public static void Max( ref Color4 left, ref Color4 right, out Color4 result )
{
result.A = ( left.A > right.A ) ? left.A : right.A;
result.R = ( left.R > right.R ) ? left.R : right.R;
result.G = ( left.G > right.G ) ? left.G : right.G;
result.B = ( left.B > right.B ) ? left.B : right.B;
}
///
/// Returns a color containing the largest components of the specified colors.
///
/// The first source color.
/// The second source color.
/// A color containing the largest components of the source colors.
public static Color4 Max( Color4 left, Color4 right )
{
Color4 result;
Max( ref left, ref right, out result );
return result;
}
///
/// Returns a color containing the smallest components of the specified colors.
///
/// The first source color.
/// The second source color.
/// When the method completes, contains an new color composed of the smallest components of the source colors.
public static void Min( ref Color4 left, ref Color4 right, out Color4 result )
{
result.A = ( left.A < right.A ) ? left.A : right.A;
result.R = ( left.R < right.R ) ? left.R : right.R;
result.G = ( left.G < right.G ) ? left.G : right.G;
result.B = ( left.B < right.B ) ? left.B : right.B;
}
///
/// Returns a color containing the smallest components of the specified colors.
///
/// The first source color.
/// The second source color.
/// A color containing the smallest components of the source colors.
public static Color4 Min( Color4 left, Color4 right )
{
Color4 result;
Min( ref left, ref right, out result );
return result;
}
///
/// Adjusts the contrast of a color.
///
/// The color whose contrast is to be adjusted.
/// The amount by which to adjust the contrast.
/// When the method completes, contains the adjusted color.
public static void AdjustContrast( ref Color4 value, float contrast, out Color4 result )
{
result.A = value.A;
result.R = 0.5f + contrast * ( value.R - 0.5f );
result.G = 0.5f + contrast * ( value.G - 0.5f );
result.B = 0.5f + contrast * ( value.B - 0.5f );
}
///
/// Adjusts the contrast of a color.
///
/// The color whose contrast is to be adjusted.
/// The amount by which to adjust the contrast.
/// The adjusted color.
public static Color4 AdjustContrast( Color4 value, float contrast )
{
return new Color4(
0.5f + contrast * ( value.R - 0.5f ),
0.5f + contrast * ( value.G - 0.5f ),
0.5f + contrast * ( value.B - 0.5f ),
value.A );
}
///
/// Adjusts the saturation of a color.
///
/// The color whose saturation is to be adjusted.
/// The amount by which to adjust the saturation.
/// When the method completes, contains the adjusted color.
public static void AdjustSaturation( ref Color4 value, float saturation, out Color4 result )
{
float grey = value.R * 0.2125f + value.G * 0.7154f + value.B * 0.0721f;
result.A = value.A;
result.R = grey + saturation * ( value.R - grey );
result.G = grey + saturation * ( value.G - grey );
result.B = grey + saturation * ( value.B - grey );
}
///
/// Adjusts the saturation of a color.
///
/// The color whose saturation is to be adjusted.
/// The amount by which to adjust the saturation.
/// The adjusted color.
public static Color4 AdjustSaturation( Color4 value, float saturation )
{
float grey = value.R * 0.2125f + value.G * 0.7154f + value.B * 0.0721f;
return new Color4(
grey + saturation * ( value.R - grey ),
grey + saturation * ( value.G - grey ),
grey + saturation * ( value.B - grey ),
value.A );
}
///
/// Premultiplies the color components by the alpha value.
///
/// The color to premultiply.
/// A color with premultiplied alpha.
public static Color4 PremultiplyAlpha( Color4 value )
{
return new Color4( value.R * value.A, value.G * value.A, value.B * value.A, value.A );
}
///
/// Adds two colors.
///
/// The first color to add.
/// The second color to add.
/// The sum of the two colors.
public static Color4 operator +( Color4 left, Color4 right )
{
return new Color4( left.R + right.R, left.G + right.G, left.B + right.B, left.A + right.A );
}
///
/// Assert a color (return it unchanged).
///
/// The color to assert (unchanged).
/// The asserted (unchanged) color.
public static Color4 operator +( Color4 value )
{
return value;
}
///
/// Subtracts two colors.
///
/// The first color to subtract.
/// The second color to subtract.
/// The difference of the two colors.
public static Color4 operator -( Color4 left, Color4 right )
{
return new Color4( left.R - right.R, left.G - right.G, left.B - right.B, left.A - right.A );
}
///
/// Negates a color.
///
/// The color to negate.
/// A negated color.
public static Color4 operator -( Color4 value )
{
return new Color4( -value.R, -value.G, -value.B, -value.A );
}
///
/// Scales a color.
///
/// The factor by which to scale the color.
/// The color to scale.
/// The scaled color.
public static Color4 operator *( float scale, Color4 value )
{
return new Color4( value.R * scale, value.G * scale, value.B * scale, value.A * scale );
}
///
/// Scales a color.
///
/// The factor by which to scale the color.
/// The color to scale.
/// The scaled color.
public static Color4 operator *( Color4 value, float scale )
{
return new Color4( value.R * scale, value.G * scale, value.B * scale, value.A * scale );
}
///
/// Modulates two colors.
///
/// The first color to modulate.
/// The second color to modulate.
/// The modulated color.
public static Color4 operator *( Color4 left, Color4 right )
{
return new Color4( left.R * right.R, left.G * right.G, left.B * right.B, left.A * right.A );
}
///
/// Tests for equality between two objects.
///
/// The first value to compare.
/// The second value to compare.
/// true if has the same value as ; otherwise, false.
public static bool operator ==( Color4 left, Color4 right )
{
return left.Equals( right );
}
///
/// Tests for inequality between two objects.
///
/// The first value to compare.
/// The second value to compare.
/// true if has a different value than ; otherwise, false.
public static bool operator !=( Color4 left, Color4 right )
{
return !left.Equals( right );
}
///
/// Performs an explicit conversion from to .
///
/// The value.
/// The result of the conversion.
public static explicit operator Color3( Color4 value )
{
return new Color3( value.R, value.G, value.B );
}
///
/// Performs an explicit conversion from to .
///
/// The value.
/// The result of the conversion.
public static explicit operator Vec3( Color4 value )
{
return new Vec3( value.R, value.G, value.B );
}
///
/// Performs an implicit conversion from to .
///
/// The value.
/// The result of the conversion.
public static implicit operator Vec4( Color4 value )
{
return new Vec4( value.R, value.G, value.B, value.A );
}
///
/// Performs an explicit conversion from to .
///
/// The value.
/// The result of the conversion.
public static explicit operator Color4( Vec3 value )
{
return new Color4( value.X, value.Y, value.Z, 1.0f );
}
///
/// Performs an explicit conversion from to .
///
/// The value.
/// The result of the conversion.
public static explicit operator Color4( Vec4 value )
{
return new Color4( value.X, value.Y, value.Z, value.W );
}
///
/// Performs an explicit conversion from to .
///
/// The value.
/// The result of the conversion.
public static explicit operator Color4( ColorBGRA value )
{
return new Color4( value );
}
///
/// Performs an explicit conversion from to .
///
/// The value.
/// The result of the conversion.
public static explicit operator ColorBGRA( Color4 value )
{
return new ColorBGRA( value.R, value.G, value.B, value.A );
}
///
/// Performs an explicit conversion from to .
///
/// The value.
///
/// The result of the conversion.
///
public static explicit operator int( Color4 value )
{
return value.ToRgba();
}
///
/// Performs an explicit conversion from to .
///
/// The value.
///
/// The result of the conversion.
///
public static explicit operator Color4( int value )
{
return new Color4( value );
}
///
/// Converts this color to an equivalent , discarding the alpha channel.
///
/// An equivalent , discarding the alpha channel.
public Color3 ToColor3()
{
return new Color3( R, G, B );
}
///
/// Returns a that represents this instance.
///
///
/// A that represents this instance.
///
public override string ToString()
{
return ToString( CultureInfo.CurrentCulture );
}
///
/// Returns a that represents this instance.
///
/// The format to apply to each channel (float).
///
/// A that represents this instance.
///
public string ToString( string format )
{
return ToString( format, CultureInfo.CurrentCulture );
}
///
/// Returns a that represents this instance.
///
/// The format provider.
///
/// A that represents this instance.
///
public string ToString( IFormatProvider formatProvider )
{
return string.Format( formatProvider, ToStringFormat, A, R, G, B );
}
///
/// Returns a that represents this instance.
///
/// The format to apply to each channel (float).
/// The format provider.
///
/// A that represents this instance.
///
public string ToString( string format, IFormatProvider formatProvider )
{
if( format == null )
return ToString( formatProvider );
return string.Format( formatProvider, ToStringFormat,
A.ToString( format, formatProvider ),
R.ToString( format, formatProvider ),
G.ToString( format, formatProvider ),
B.ToString( format, formatProvider ) );
}
///
/// Returns a hash code for this instance.
///
///
/// A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table.
///
public override int GetHashCode()
{
return A.GetHashCode() + R.GetHashCode() + G.GetHashCode() + B.GetHashCode();
}
///
/// Determines whether the specified is equal to this instance.
///
/// The to compare with this instance.
///
/// true if the specified is equal to this instance; otherwise, false.
///
public bool Equals( Color4 other )
{
return A == other.A && R == other.R && G == other.G && B == other.B;
}
///
/// Determines whether the specified is equal to this instance.
///
/// The to compare with this instance.
///
/// true if the specified is equal to this instance; otherwise, false.
///
public override bool Equals( object value )
{
if( value == null )
return false;
if( !ReferenceEquals( value.GetType(), typeof( Color4 ) ) )
return false;
return Equals( (Color4)value );
}
}
}