/
Colors.h
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Colors.h
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#pragma once
#include "Vectors.h"
#include <d3d9.h>
struct RGB24
{
unsigned char blue;
unsigned char green;
unsigned char red;
};
union RGB32
{
D3DCOLOR value;
struct
{
unsigned char blue;
unsigned char green;
unsigned char red;
unsigned char alpha;
};
};
struct RGB32Surf
{
RGB32* colors;
unsigned int count;
};
struct ColorBuffer
{
UInt4 avgRGBA;
unsigned int count;
};
inline RGB32 CREATE_RGB32(unsigned char r, unsigned char g, unsigned char b, unsigned char a)
{
RGB32 result;
result.blue = b;
result.green = g;
result.red = r;
result.alpha = a;
return result;
}
inline RGB32 CREATE_XRGB32(unsigned char r, unsigned char g, unsigned char b)
{
RGB32 result;
result.blue = b;
result.green = g;
result.red = r;
result.alpha = 255;
return result;
}
inline RGB32 CREATE_ARGB32(unsigned char r, unsigned char g, unsigned char b, unsigned char a)
{
RGB32 result;
result.blue = b;
result.green = g;
result.red = r;
result.alpha = a;
return result;
}
inline RGB24 CREATE_RGB24(unsigned char r, unsigned char g, unsigned char b)
{
RGB24 result;
result.blue = b;
result.green = g;
result.red = r;
return result;
}
inline RGB24 D3DCOLORtoRGB24(const D3DCOLOR src)
{
RGB24 color;
color.red = (src & 0x00FF0000) >> 16;
color.green = (src & 0x0000FF00) >> 8;
color.blue = (src & 0x000000FF);
return color;
}
inline D3DCOLOR RGB24toD3DCOLOR(const RGB24 src)
{
return D3DCOLOR_XRGB(src.red, src.green, src.blue);
}
inline Vect RGB24toVect(const RGB24 src)
{
return Vect(src.red/(double)255, src.green/(double)255, src.blue/(double)255);
}
inline Vect RGBNtoVect(const RGB24 src)
{
return RGB24toVect(src).scalarMult(2).scalarSub(1);
}
inline RGB32 VectToRGB32(const Vect v)
{
return CREATE_XRGB32(v.x, v.y, v.z);
}
inline RGB32 VectToColor(const Vect v)
{
return CREATE_XRGB32(v.x*255, v.y*255, v.z*255);
}
inline double Brightness(const RGB32& c)
{
return (c.red + c.green + c.blue) / 3.0;
}
inline RGB32 ColorScalar(const RGB32& c, double scalar)
{
RGB32 result;
result.red = c.red * scalar;
result.green = c.green * scalar;
result.blue = c.blue * scalar;
result.alpha = c.alpha * scalar;
return result;
}
inline RGB32 ColorAdd(const RGB32& c1, const RGB32& c2)
{
RGB32 result;
result.red = c1.red + c2.red;
result.green = c1.green + c2.green;
result.blue = c1.blue + c2.blue;
result.alpha = c1.alpha;
return result;
}
inline RGB32 ColorMultiply(const RGB32& c1, const RGB32& c2)
{
RGB32 result;
result.red = c1.red * c2.red;
result.green = c1.green * c2.green;
result.blue = c1.blue * c2.blue;
result.alpha = c1.alpha;
return result;
}
inline RGB32 ColorAverage(const RGB32& c1, const RGB32& c2)
{
RGB32 result;
result.red = (c1.red + c2.red) / 2;
result.green = (c1.green + c2.green) / 2;
result.blue = (c1.blue + c2.blue) / 2;
result.alpha = c1.alpha;
return result;
}
inline RGB32 AlphaBlend(const RGB32& c1, const RGB32& c2)
{
RGB32 result;
unsigned char invAlpha = (unsigned char)255 - c2.alpha;
result.red = (c2.red * c2.alpha + c1.red * invAlpha) >> 8;
result.green = (c2.green * c2.alpha + c1.green * invAlpha) >> 8;
result.blue = (c2.blue * c2.alpha + c1.blue * invAlpha) >> 8;
return result;
}
inline Vect ColorScalarV(const RGB32& c, double scalar)
{
Vect result;
result.x = double(c.red) * scalar;
result.y = double(c.green) * scalar;
result.z = double(c.blue) * scalar;
return result;
}
inline Vect ColorAddV(const RGB32& c, const Vect& v)
{
Vect result;
result.x = double(c.red) + v.x;
result.y = double(c.green) + v.y;
result.z = double(c.blue) + v.z;
return result;
}
inline void ColorAddV(RGB32* c, const Vect& v)
{
c->red = double(c->red) + v.x;
c->green = double(c->green) + v.y;
c->blue = double(c->blue) + v.z;
}
inline Vect ColorMultiplyV(const RGB32& c, const Vect& v)
{
Vect result;
result.x = double(c.red) * v.x;
result.y = double(c.green) * v.y;
result.z = double(c.blue) * v.z;
return result;
}
inline void ColorMultiplyV(RGB32* c, const Vect& v)
{
c->red = min(double(c->red) * v.x, 255);
c->green = min(double(c->green) * v.y, 255);
c->blue = min(double(c->blue) * v.z, 255);
}
inline RGB32 ColorClipV(const Vect& v) {
RGB32 result;
result.red = max(min(round(v.x), 255), 0);
result.green = max(min(round(v.y), 255), 0);
result.blue = max(min(round(v.z), 255), 0);
return result;
}
const RGB32 BLACK = CREATE_XRGB32( 0,0,0 );
const RGB32 WHITE = CREATE_XRGB32( 255,255,255 );
const RGB32 GRAY = CREATE_XRGB32( 128,128,128 );
const RGB32 RED = CREATE_XRGB32( 255,0,0 );
const RGB32 GREEN = CREATE_XRGB32( 0,255,0 );
const RGB32 BLUE = CREATE_XRGB32( 0,0,255 );
const RGB32 YELLOW = CREATE_XRGB32( 255,255,0 );
const RGB32 ORANGE = CREATE_XRGB32( 255,111,0 );
const RGB32 BROWN = CREATE_XRGB32( 139,69,19 );
const RGB32 PURPLE = CREATE_XRGB32( 127,0,255 );
const RGB32 AQUA = CREATE_XRGB32( 0,255,255 );
const RGB32 VIOLET = CREATE_XRGB32( 204,0,204 );