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/////////////////////////////////////////////////////////////////////////// // // Copyright (c) 2004-2012, Industrial Light & Magic, a division of Lucas // Digital Ltd. LLC // // 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. // * Neither the name of Industrial Light & Magic nor the names of // its contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // 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 // OWNER 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. // /////////////////////////////////////////////////////////////////////////// #ifndef INCLUDED_IMATHCOLOR_H #define INCLUDED_IMATHCOLOR_H //---------------------------------------------------- // // A three and four component color class template. // //---------------------------------------------------- #include "ImathVec.h" #include "ImathNamespace.h" #include "half.h" IMATH_INTERNAL_NAMESPACE_HEADER_ENTER template <class T> class Color3: public Vec3 <T> { public: //------------- // Constructors //------------- Color3 (); // no initialization explicit Color3 (T a); // (a a a) Color3 (T a, T b, T c); // (a b c) //--------------------------------- // Copy constructors and assignment //--------------------------------- Color3 (const Color3 &c); template <class S> Color3 (const Vec3<S> &v); const Color3 & operator = (const Color3 &c); //------------------------ // Component-wise addition //------------------------ const Color3 & operator += (const Color3 &c); Color3 operator + (const Color3 &c) const; //--------------------------- // Component-wise subtraction //--------------------------- const Color3 & operator -= (const Color3 &c); Color3 operator - (const Color3 &c) const; //------------------------------------ // Component-wise multiplication by -1 //------------------------------------ Color3 operator - () const; const Color3 & negate (); //------------------------------ // Component-wise multiplication //------------------------------ const Color3 & operator *= (const Color3 &c); const Color3 & operator *= (T a); Color3 operator * (const Color3 &c) const; Color3 operator * (T a) const; //------------------------ // Component-wise division //------------------------ const Color3 & operator /= (const Color3 &c); const Color3 & operator /= (T a); Color3 operator / (const Color3 &c) const; Color3 operator / (T a) const; }; template <class T> class Color4 { public: //------------------- // Access to elements //------------------- T r, g, b, a; T & operator [] (int i); const T & operator [] (int i) const; //------------- // Constructors //------------- Color4 (); // no initialization explicit Color4 (T a); // (a a a a) Color4 (T a, T b, T c, T d); // (a b c d) //--------------------------------- // Copy constructors and assignment //--------------------------------- Color4 (const Color4 &v); template <class S> Color4 (const Color4<S> &v); const Color4 & operator = (const Color4 &v); //---------------------- // Compatibility with Sb //---------------------- template <class S> void setValue (S a, S b, S c, S d); template <class S> void setValue (const Color4<S> &v); template <class S> void getValue (S &a, S &b, S &c, S &d) const; template <class S> void getValue (Color4<S> &v) const; T * getValue(); const T * getValue() const; //--------- // Equality //--------- template <class S> bool operator == (const Color4<S> &v) const; template <class S> bool operator != (const Color4<S> &v) const; //------------------------ // Component-wise addition //------------------------ const Color4 & operator += (const Color4 &v); Color4 operator + (const Color4 &v) const; //--------------------------- // Component-wise subtraction //--------------------------- const Color4 & operator -= (const Color4 &v); Color4 operator - (const Color4 &v) const; //------------------------------------ // Component-wise multiplication by -1 //------------------------------------ Color4 operator - () const; const Color4 & negate (); //------------------------------ // Component-wise multiplication //------------------------------ const Color4 & operator *= (const Color4 &v); const Color4 & operator *= (T a); Color4 operator * (const Color4 &v) const; Color4 operator * (T a) const; //------------------------ // Component-wise division //------------------------ const Color4 & operator /= (const Color4 &v); const Color4 & operator /= (T a); Color4 operator / (const Color4 &v) const; Color4 operator / (T a) const; //---------------------------------------------------------- // Number of dimensions, i.e. number of elements in a Color4 //---------------------------------------------------------- static unsigned int dimensions() {return 4;} //------------------------------------------------- // Limitations of type T (see also class limits<T>) //------------------------------------------------- static T baseTypeMin() {return limits<T>::min();} static T baseTypeMax() {return limits<T>::max();} static T baseTypeSmallest() {return limits<T>::smallest();} static T baseTypeEpsilon() {return limits<T>::epsilon();} //-------------------------------------------------------------- // Base type -- in templates, which accept a parameter, V, which // could be a Color4<T>, you can refer to T as // V::BaseType //-------------------------------------------------------------- typedef T BaseType; }; //-------------- // Stream output //-------------- template <class T> std::ostream & operator << (std::ostream &s, const Color4<T> &v); //---------------------------------------------------- // Reverse multiplication: S * Color4<T> //---------------------------------------------------- template <class S, class T> Color4<T> operator * (S a, const Color4<T> &v); //------------------------- // Typedefs for convenience //------------------------- typedef Color3<float> Color3f; typedef Color3<half> Color3h; typedef Color3<unsigned char> Color3c; typedef Color3<half> C3h; typedef Color3<float> C3f; typedef Color3<unsigned char> C3c; typedef Color4<float> Color4f; typedef Color4<half> Color4h; typedef Color4<unsigned char> Color4c; typedef Color4<float> C4f; typedef Color4<half> C4h; typedef Color4<unsigned char> C4c; typedef unsigned int PackedColor; //------------------------- // Implementation of Color3 //------------------------- template <class T> inline Color3<T>::Color3 (): Vec3 <T> () { // empty } template <class T> inline Color3<T>::Color3 (T a): Vec3 <T> (a) { // empty } template <class T> inline Color3<T>::Color3 (T a, T b, T c): Vec3 <T> (a, b, c) { // empty } template <class T> inline Color3<T>::Color3 (const Color3 &c): Vec3 <T> (c) { // empty } template <class T> template <class S> inline Color3<T>::Color3 (const Vec3<S> &v): Vec3 <T> (v) { //empty } template <class T> inline const Color3<T> & Color3<T>::operator = (const Color3 &c) { *((Vec3<T> *) this) = c; return *this; } template <class T> inline const Color3<T> & Color3<T>::operator += (const Color3 &c) { *((Vec3<T> *) this) += c; return *this; } template <class T> inline Color3<T> Color3<T>::operator + (const Color3 &c) const { return Color3 (*(Vec3<T> *)this + (const Vec3<T> &)c); } template <class T> inline const Color3<T> & Color3<T>::operator -= (const Color3 &c) { *((Vec3<T> *) this) -= c; return *this; } template <class T> inline Color3<T> Color3<T>::operator - (const Color3 &c) const { return Color3 (*(Vec3<T> *)this - (const Vec3<T> &)c); } template <class T> inline Color3<T> Color3<T>::operator - () const { return Color3 (-(*(Vec3<T> *)this)); } template <class T> inline const Color3<T> & Color3<T>::negate () { ((Vec3<T> *) this)->negate(); return *this; } template <class T> inline const Color3<T> & Color3<T>::operator *= (const Color3 &c) { *((Vec3<T> *) this) *= c; return *this; } template <class T> inline const Color3<T> & Color3<T>::operator *= (T a) { *((Vec3<T> *) this) *= a; return *this; } template <class T> inline Color3<T> Color3<T>::operator * (const Color3 &c) const { return Color3 (*(Vec3<T> *)this * (const Vec3<T> &)c); } template <class T> inline Color3<T> Color3<T>::operator * (T a) const { return Color3 (*(Vec3<T> *)this * a); } template <class T> inline const Color3<T> & Color3<T>::operator /= (const Color3 &c) { *((Vec3<T> *) this) /= c; return *this; } template <class T> inline const Color3<T> & Color3<T>::operator /= (T a) { *((Vec3<T> *) this) /= a; return *this; } template <class T> inline Color3<T> Color3<T>::operator / (const Color3 &c) const { return Color3 (*(Vec3<T> *)this / (const Vec3<T> &)c); } template <class T> inline Color3<T> Color3<T>::operator / (T a) const { return Color3 (*(Vec3<T> *)this / a); } //----------------------- // Implementation of Color4 //----------------------- template <class T> inline T & Color4<T>::operator [] (int i) { return (&r)[i]; } template <class T> inline const T & Color4<T>::operator [] (int i) const { return (&r)[i]; } template <class T> inline Color4<T>::Color4 () { // empty } template <class T> inline Color4<T>::Color4 (T x) { r = g = b = a = x; } template <class T> inline Color4<T>::Color4 (T x, T y, T z, T w) { r = x; g = y; b = z; a = w; } template <class T> inline Color4<T>::Color4 (const Color4 &v) { r = v.r; g = v.g; b = v.b; a = v.a; } template <class T> template <class S> inline Color4<T>::Color4 (const Color4<S> &v) { r = T (v.r); g = T (v.g); b = T (v.b); a = T (v.a); } template <class T> inline const Color4<T> & Color4<T>::operator = (const Color4 &v) { r = v.r; g = v.g; b = v.b; a = v.a; return *this; } template <class T> template <class S> inline void Color4<T>::setValue (S x, S y, S z, S w) { r = T (x); g = T (y); b = T (z); a = T (w); } template <class T> template <class S> inline void Color4<T>::setValue (const Color4<S> &v) { r = T (v.r); g = T (v.g); b = T (v.b); a = T (v.a); } template <class T> template <class S> inline void Color4<T>::getValue (S &x, S &y, S &z, S &w) const { x = S (r); y = S (g); z = S (b); w = S (a); } template <class T> template <class S> inline void Color4<T>::getValue (Color4<S> &v) const { v.r = S (r); v.g = S (g); v.b = S (b); v.a = S (a); } template <class T> inline T * Color4<T>::getValue() { return (T *) &r; } template <class T> inline const T * Color4<T>::getValue() const { return (const T *) &r; } template <class T> template <class S> inline bool Color4<T>::operator == (const Color4<S> &v) const { return r == v.r && g == v.g && b == v.b && a == v.a; } template <class T> template <class S> inline bool Color4<T>::operator != (const Color4<S> &v) const { return r != v.r || g != v.g || b != v.b || a != v.a; } template <class T> inline const Color4<T> & Color4<T>::operator += (const Color4 &v) { r += v.r; g += v.g; b += v.b; a += v.a; return *this; } template <class T> inline Color4<T> Color4<T>::operator + (const Color4 &v) const { return Color4 (r + v.r, g + v.g, b + v.b, a + v.a); } template <class T> inline const Color4<T> & Color4<T>::operator -= (const Color4 &v) { r -= v.r; g -= v.g; b -= v.b; a -= v.a; return *this; } template <class T> inline Color4<T> Color4<T>::operator - (const Color4 &v) const { return Color4 (r - v.r, g - v.g, b - v.b, a - v.a); } template <class T> inline Color4<T> Color4<T>::operator - () const { return Color4 (-r, -g, -b, -a); } template <class T> inline const Color4<T> & Color4<T>::negate () { r = -r; g = -g; b = -b; a = -a; return *this; } template <class T> inline const Color4<T> & Color4<T>::operator *= (const Color4 &v) { r *= v.r; g *= v.g; b *= v.b; a *= v.a; return *this; } template <class T> inline const Color4<T> & Color4<T>::operator *= (T x) { r *= x; g *= x; b *= x; a *= x; return *this; } template <class T> inline Color4<T> Color4<T>::operator * (const Color4 &v) const { return Color4 (r * v.r, g * v.g, b * v.b, a * v.a); } template <class T> inline Color4<T> Color4<T>::operator * (T x) const { return Color4 (r * x, g * x, b * x, a * x); } template <class T> inline const Color4<T> & Color4<T>::operator /= (const Color4 &v) { r /= v.r; g /= v.g; b /= v.b; a /= v.a; return *this; } template <class T> inline const Color4<T> & Color4<T>::operator /= (T x) { r /= x; g /= x; b /= x; a /= x; return *this; } template <class T> inline Color4<T> Color4<T>::operator / (const Color4 &v) const { return Color4 (r / v.r, g / v.g, b / v.b, a / v.a); } template <class T> inline Color4<T> Color4<T>::operator / (T x) const { return Color4 (r / x, g / x, b / x, a / x); } template <class T> std::ostream & operator << (std::ostream &s, const Color4<T> &v) { return s << '(' << v.r << ' ' << v.g << ' ' << v.b << ' ' << v.a << ')'; } //----------------------------------------- // Implementation of reverse multiplication //----------------------------------------- template <class S, class T> inline Color4<T> operator * (S x, const Color4<T> &v) { return Color4<T> (x * v.r, x * v.g, x * v.b, x * v.a); } IMATH_INTERNAL_NAMESPACE_HEADER_EXIT #endif // INCLUDED_IMATHCOLOR_H