/** * 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]); } }