// 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 rgb. /// [DataContract( Name = "Color3")] [DataStyle(DataStyle.Compact)] [StructLayout(LayoutKind.Sequential, Pack = 4)] public struct Color3 : IEquatable, IFormattable { private const string ToStringFormat = "R:{0} G:{1} B:{2}"; /// /// 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; /// /// Initializes a new instance of the struct. /// /// The value that will be assigned to all components. public Color3(float value) { 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. public Color3(float red, float green, float blue) { R = red; G = green; B = blue; } /// /// Initializes a new instance of the struct. /// /// The red, green, and blue components of the color. public Color3(Vec3 value) { R = value.X; G = value.Y; B = value.Z; } /// /// Initializes a new instance of the struct. /// /// A packed integer containing all three color components. /// The alpha component is ignored. public Color3(int rgb) { B = ((rgb >> 16) & 255) / 255.0f; G = ((rgb >> 8) & 255) / 255.0f; R = (rgb & 255) / 255.0f; } /// /// Initializes a new instance of the struct. /// /// A packed unsigned integer containing all three color components. /// The alpha component is ignored. public Color3(uint rgb) { B = ((rgb >> 16) & 255) / 255.0f; G = ((rgb >> 8) & 255) / 255.0f; R = (rgb & 255) / 255.0f; } /// /// Initializes a new instance of the struct. /// /// The values to assign to the red, green, and blue components of the color. This must be an array with three elements. /// Thrown when is null. /// Thrown when contains more or less than four elements. public Color3(float[] values) { if (values == null) throw new ArgumentNullException(nameof(values)); if (values.Length != 3) throw new ArgumentOutOfRangeException(nameof(values), "There must be three and only three input values for Color3."); R = values[0]; G = values[1]; B = values[2]; } /// /// Gets or sets the component at the specified index. /// /// The value of the red, green, or blue component, depending on the index. /// The index of the component to access. Use 0 for the red component, 1 for the green component, and 2 for the blue component. /// The value of the component at the specified index. /// Thrown when the is out of the range [0, 2]. public float this[int index] { get { switch (index) { case 0: return R; case 1: return G; case 2: return B; } throw new ArgumentOutOfRangeException(nameof(index), "Indices for Color3 run from 0 to 2, inclusive."); } set { switch (index) { case 0: R = value; break; case 1: G = value; break; case 2: B = value; break; default: throw new ArgumentOutOfRangeException(nameof(index), "Indices for Color3 run from 0 to 2, inclusive."); } } } /// /// Converts the color into a packed integer. /// /// A packed integer containing all three color components. /// The alpha channel is set to 255. public int ToRgb() { uint a = 255; uint r = (uint)(R * 255.0f); uint g = (uint)(G * 255.0f); uint b = (uint)(B * 255.0f); uint value = r; value += g << 8; value += b << 16; value += a << 24; return (int)value; } /// /// Raises the exponent for each components. /// /// The exponent. public void Pow(float exponent) { R = (float)Math.Pow(R, exponent); G = (float)Math.Pow(G, exponent); B = (float)Math.Pow(B, exponent); } /// /// 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); } /// /// Creates an array containing the elements of the color. /// /// A three-element array containing the components of the color. public float[] ToArray() { return new[] { R, G, B }; } /// /// 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 Color3 left, ref Color3 right, out Color3 result) { 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 Color3 Add(Color3 left, Color3 right) { return new Color3(left.R + right.R, left.G + right.G, left.B + right.B); } /// /// 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 Color3 left, ref Color3 right, out Color3 result) { 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 Color3 Subtract(Color3 left, Color3 right) { return new Color3(left.R - right.R, left.G - right.G, left.B - right.B); } /// /// 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 Color3 left, ref Color3 right, out Color3 result) { 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 Color3 Modulate(Color3 left, Color3 right) { return new Color3(left.R * right.R, left.G * right.G, left.B * right.B); } /// /// 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 Color3 value, float scale, out Color3 result) { 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 Color3 Scale(Color3 value, float scale) { return new Color3(value.R * scale, value.G * scale, value.B * scale); } /// /// Negates a color. /// /// The color to negate. /// When the method completes, contains the negated color. public static void Negate(ref Color3 value, out Color3 result) { 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 Color3 Negate(Color3 value) { return new Color3(1.0f - value.R, 1.0f - value.G, 1.0f - value.B); } /// /// 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 Color3 value, ref Color3 min, ref Color3 max, out Color3 result) { 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 Color3(red, green, blue); } /// /// Restricts a value to be within a specified range. /// /// The value to clamp. /// The minimum value. /// The maximum value. /// The clamped value. public static Color3 Clamp(Color3 value, Color3 min, Color3 max) { Color3 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. /// /// This method performs the linear interpolation based on the following formula. /// start + (end - start) * amount /// Passing a value of 0 will cause to be returned; a value of 1 will cause to be returned. /// public static void Lerp(ref Color3 start, ref Color3 end, float amount, out Color3 result) { result.R = start.R + amount * (end.R - start.R); result.G = start.G + amount * (end.G - start.G); result.B = start.B + amount * (end.B - start.B); } /// /// 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. /// /// This method performs the linear interpolation based on the following formula. /// start + (end - start) * amount /// Passing a value of 0 will cause to be returned; a value of 1 will cause to be returned. /// public static Color3 Lerp(Color3 start, Color3 end, float amount) { return new Color3( start.R + amount * (end.R - start.R), start.G + amount * (end.G - start.G), start.B + amount * (end.B - start.B)); } /// /// 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 Color3 start, ref Color3 end, float amount, out Color3 result) { amount = (amount > 1.0f) ? 1.0f : ((amount < 0.0f) ? 0.0f : amount); amount = (amount * amount) * (3.0f - (2.0f * amount)); result.R = start.R + ((end.R - start.R) * amount); result.G = start.G + ((end.G - start.G) * amount); result.B = start.B + ((end.B - start.B) * amount); } /// /// 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 Color3 SmoothStep(Color3 start, Color3 end, float amount) { amount = (amount > 1.0f) ? 1.0f : ((amount < 0.0f) ? 0.0f : amount); amount = (amount * amount) * (3.0f - (2.0f * amount)); return new Color3( start.R + ((end.R - start.R) * amount), start.G + ((end.G - start.G) * amount), start.B + ((end.B - start.B) * amount)); } /// /// Returns a color containing the smallest components of the specified colorss. /// /// The first source color. /// The second source color. /// When the method completes, contains an new color composed of the largest components of the source colorss. public static void Max(ref Color3 left, ref Color3 right, out Color3 result) { 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 colorss. /// /// The first source color. /// The second source color. /// A color containing the largest components of the source colors. public static Color3 Max(Color3 left, Color3 right) { Color3 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 Color3 left, ref Color3 right, out Color3 result) { 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 Color3 Min(Color3 left, Color3 right) { Color3 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 Color3 value, float contrast, out Color3 result) { 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 Color3 AdjustContrast(Color3 value, float contrast) { return new Color3( 0.5f + contrast * (value.R - 0.5f), 0.5f + contrast * (value.G - 0.5f), 0.5f + contrast * (value.B - 0.5f)); } /// /// 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 Color3 value, float saturation, out Color3 result) { float grey = value.R * 0.2125f + value.G * 0.7154f + value.B * 0.0721f; 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 Color3 AdjustSaturation(Color3 value, float saturation) { float grey = value.R * 0.2125f + value.G * 0.7154f + value.B * 0.0721f; return new Color3( grey + saturation * (value.R - grey), grey + saturation * (value.G - grey), grey + saturation * (value.B - grey)); } /// /// Converts this color from linear space to sRGB space. /// /// A color3 in sRGB space. public Color3 ToSRgb() { return new Color3(MathUtil.LinearToSRgb(R), MathUtil.LinearToSRgb(G), MathUtil.LinearToSRgb(B)); } /// /// Converts this color from sRGB space to linear space. /// /// Color3. public Color3 ToLinear() { return new Color3(MathUtil.SRgbToLinear(R), MathUtil.SRgbToLinear(G), MathUtil.SRgbToLinear(B)); } /// /// Adds two colors. /// /// The first color to add. /// The second color to add. /// The sum of the two colors. public static Color3 operator +(Color3 left, Color3 right) { return new Color3(left.R + right.R, left.G + right.G, left.B + right.B); } /// /// Assert a color (return it unchanged). /// /// The color to assert (unchange). /// The asserted (unchanged) color. public static Color3 operator +(Color3 value) { return value; } /// /// Subtracts two colors. /// /// The first color to subtract. /// The second color to subtract. /// The difference of the two colors. public static Color3 operator -(Color3 left, Color3 right) { return new Color3(left.R - right.R, left.G - right.G, left.B - right.B); } /// /// Negates a color. /// /// The color to negate. /// A negated color. public static Color3 operator -(Color3 value) { return new Color3(-value.R, -value.G, -value.B); } /// /// Scales a color. /// /// The factor by which to scale the color. /// The color to scale. /// The scaled color. public static Color3 operator *(float scale, Color3 value) { return new Color3(value.R * scale, value.G * scale, value.B * scale); } /// /// Scales a color. /// /// The factor by which to scale the color. /// The color to scale. /// The scaled color. public static Color3 operator *(Color3 value, float scale) { return new Color3(value.R * scale, value.G * scale, value.B * scale); } /// /// Modulates two colors. /// /// The first color to modulate. /// The second color to modulate. /// The modulated color. public static Color3 operator *(Color3 left, Color3 right) { return new Color3(left.R * right.R, left.G * right.G, left.B * right.B); } /// /// 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 ==(Color3 left, Color3 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 !=(Color3 left, Color3 right) { return !left.Equals(right); } /// /// Performs an explicit conversion from to . /// /// The value. /// The result of the conversion. public static explicit operator Color4(Color3 value) { return new Color4(value.R, value.G, value.B, 1.0f); } /// /// Performs an explicit conversion from to . /// /// The value. /// The result of the conversion. public static explicit operator Vec3(Color3 value) { return new Vec3(value.R, value.G, value.B); } /// /// Performs an explicit conversion from to . /// /// The value. /// The result of the conversion. public static explicit operator Color3(Vec3 value) { return new Color3(value.X, value.Y, value.Z); } /// /// Performs an explicit conversion from to . /// /// The value. /// The result of the conversion. public static explicit operator Color3(int value) { return new Color3(value); } /// /// Returns a that represents this instance. /// /// /// A that represents this instance. /// public override string ToString() { return ToString(CultureInfo.CurrentCulture); } /// /// Convert this color to an equivalent with an opaque alpha. /// /// An equivalent with an opaque alpha. public Color4 ToColor4() { return new Color4(R, G, B, 1.0f); } /// /// Returns a that represents this instance. /// /// The format. /// /// 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, R, G, B); } /// /// Returns a that represents this instance. /// /// The format. /// 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, 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 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(Color3 other) { return 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 (value.GetType() != GetType()) return false; return Equals((Color3)value); } #if SlimDX1xInterop /// /// Performs an implicit conversion from to . /// /// The value. /// The result of the conversion. public static implicit operator SlimDX.Color3(Color3 value) { return new SlimDX.Color3(value.Red, value.Green, value.Blue); } /// /// Performs an implicit conversion from to . /// /// The value. /// The result of the conversion. public static implicit operator Color3(SlimDX.Color3 value) { return new Color3(value.Red, value.Green, value.Blue); } #endif #if WPFInterop /// /// Performs an explicit conversion from to . /// /// The value. /// The result of the conversion. public static explicit operator System.Windows.Media.Color(Color3 value) { return new System.Windows.Media.Color() { A = 255, R = (byte)(255f * value.Red), G = (byte)(255f * value.Green), B = (byte)(255f * value.Blue) }; } /// /// Performs an explicit conversion from to . /// /// The value. /// The result of the conversion. public static explicit operator Color3(System.Windows.Media.Color value) { return new Color3() { Red = (float)value.R / 255f, Green = (float)value.G / 255f, Blue = (float)value.B / 255f }; } #endif #if WinFormsInterop /// /// Performs an explicit conversion from to . /// /// The value. /// The result of the conversion. public static implicit operator System.Drawing.Color(Color3 value) { return System.Drawing.Color.FromArgb( (byte)(255f * value.Red), (byte)(255f * value.Green), (byte)(255f * value.Blue)); } /// /// Performs an explicit conversion from to . /// /// The value. /// The result of the conversion. public static implicit operator Color3(System.Drawing.Color value) { return new Color3() { Red = (float)value.R / 255f, Green = (float)value.G / 255f, Blue = (float)value.B / 255f }; } #endif } }