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/**
* Copyright (c) 2011, Novyon Events
*
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* - Redistributions of source code must retain the above copyright notice, this
* list of conditions and the following disclaimer.
*
* - Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
* @author Anthyon
*/
package com.jme3.terrain.noise;
/**
* Helper class for working with colors and gradients
*
* @author Anthyon
*
*/
public class Color {
private final float[] rgba = new float[4];
public Color() {}
public Color(final int r, final int g, final int b) {
this(r, g, b, 255);
}
public Color(final int r, final int g, final int b, final int a) {
this.rgba[0] = (r & 255) / 256f;
this.rgba[1] = (g & 255) / 256f;
this.rgba[2] = (b & 255) / 256f;
this.rgba[3] = (a & 255) / 256f;
}
public Color(final float r, final float g, final float b) {
this(r, g, b, 1);
}
public Color(final float r, final float g, final float b, final float a) {
this.rgba[0] = ShaderUtils.clamp(r, 0, 1);
this.rgba[1] = ShaderUtils.clamp(g, 0, 1);
this.rgba[2] = ShaderUtils.clamp(b, 0, 1);
this.rgba[3] = ShaderUtils.clamp(a, 0, 1);
}
public Color(final int h, final float s, final float b) {
this(h, s, b, 1);
}
public Color(final int h, final float s, final float b, final float a) {
this.rgba[3] = a;
if (s == 0) {
// achromatic ( grey )
this.rgba[0] = b;
this.rgba[1] = b;
this.rgba[2] = b;
return;
}
float hh = h / 60.0f;
int i = ShaderUtils.floor(hh);
float f = hh - i;
float p = b * (1 - s);
float q = b * (1 - s * f);
float t = b * (1 - s * (1 - f));
if (i == 0) {
this.rgba[0] = b;
this.rgba[1] = t;
this.rgba[2] = p;
} else if (i == 1) {
this.rgba[0] = q;
this.rgba[1] = b;
this.rgba[2] = p;
} else if (i == 2) {
this.rgba[0] = p;
this.rgba[1] = b;
this.rgba[2] = t;
} else if (i == 3) {
this.rgba[0] = p;
this.rgba[1] = q;
this.rgba[2] = b;
} else if (i == 4) {
this.rgba[0] = t;
this.rgba[1] = p;
this.rgba[2] = b;
} else {
this.rgba[0] = b;
this.rgba[1] = p;
this.rgba[2] = q;
}
}
public int toInteger() {
return 0x00000000 | (int) (this.rgba[3] * 256) << 24 | (int) (this.rgba[0] * 256) << 16 | (int) (this.rgba[1] * 256) << 8
| (int) (this.rgba[2] * 256);
}
public String toWeb() {
return Integer.toHexString(this.toInteger());
}
public Color toGrayscale() {
float v = (this.rgba[0] + this.rgba[1] + this.rgba[2]) / 3f;
return new Color(v, v, v, this.rgba[3]);
}
public Color toSepia() {
float r = ShaderUtils.clamp(this.rgba[0] * 0.393f + this.rgba[1] * 0.769f + this.rgba[2] * 0.189f, 0, 1);
float g = ShaderUtils.clamp(this.rgba[0] * 0.349f + this.rgba[1] * 0.686f + this.rgba[2] * 0.168f, 0, 1);
float b = ShaderUtils.clamp(this.rgba[0] * 0.272f + this.rgba[1] * 0.534f + this.rgba[2] * 0.131f, 0, 1);
return new Color(r, g, b, this.rgba[3]);
}
}