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ColorModule.cpp
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#include "ColorModule.hpp"
#include <Graphics/Graphics.hpp>
#include <Graphics/GLSLShader.hpp>
#include <Graphics/Texture.hpp>
#include <Vector/VectorGL.hpp>
#include <sstream>
#include <iostream>
using std::istringstream;
namespace {
Module *create_module(const std::string ¶ms) {
ColorModule *p = new ColorModule();
istringstream ps(params);
Vector3f col;
if (ps >> col) p->set_color(col);
return p;
}
class Fred {
public:
Fred() {
register_module("color", create_module);
}
} fred;
}
Vector2f ColorModule::size() {
return make_vector(2.0f, 2.0f);
}
//as per http://www.cs.rit.edu/~ncs/color/t_convert.html
Vector3f rgb_to_hsv( Vector3f rgb ) {
float r = rgb.x;
float g = rgb.y;
float b = rgb.z;
Vector3f ret = make_vector(0.0f, 0.0f, 0.0f);
float *h = &ret.x;
float *s = &ret.y;
float *v = &ret.z;
float min, max, delta;
min = r;
if (g < min) min = g;
if (b < min) min = b;
max = r;
if (g > max) max = g;
if (b > max) max = b;
*v = max; // v
delta = max - min;
if( max != 0.0f )
*s = delta / max; // s
else {
// r = g = b = 0 // s = 0, v is undefined
*s = 0;
*h = 0.0f;
return ret;
}
if (delta != 0.0f) {
if( r == max )
*h = ( g - b ) / delta; // between yellow & magenta
else if( g == max )
*h = 2 + ( b - r ) / delta; // between cyan & yellow
else
*h = 4 + ( r - g ) / delta; // between magenta & cyan
}
*h *= 60; // degrees
if( *h < 0 )
*h += 360;
*h /= 360.0f;
return ret;
}
Vector3f hsv_to_rgb( Vector3f hsv ) {
float h = hsv.x * 360.0f;
if (h >= 360.0f) h -= 360.0f;
if (h < 0.0f) h += 360.0f;
float s = hsv.y;
float v = hsv.z;
Vector3f ret = make_vector(0.0f, 0.0f, 0.0f);
float *r = &ret.x;
float *g = &ret.y;
float *b = &ret.z;
int i;
float f, p, q, t;
if( s == 0 ) {
// achromatic (grey)
*r = *g = *b = v;
return ret;
}
h /= 60; // sector 0 to 5
i = (int)h;
if (i == 6) {
i = 5; //avoid weird wrapping problems.
}
f = h - i; // factorial part of h
p = v * ( 1 - s );
q = v * ( 1 - s * f );
t = v * ( 1 - s * ( 1 - f ) );
switch( i ) {
case 0:
*r = v;
*g = t;
*b = p;
break;
case 1:
*r = q;
*g = v;
*b = p;
break;
case 2:
*r = p;
*g = v;
*b = t;
break;
case 3:
*r = p;
*g = q;
*b = v;
break;
case 4:
*r = t;
*g = p;
*b = v;
break;
default: // case 5:
*r = v;
*g = p;
*b = q;
break;
}
return ret;
}
const float TriangleRad = 0.83f;
const float CircleRad = 0.99f;
void ColorModule::draw(Box2f viewport, Box2f screen_viewport, float scale, unsigned int recurse) {
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glBoxToBox(viewport, screen_viewport);
glBegin(GL_QUADS);
glColor3f(0.0f, 0.0f, 0.0f);
glVertex2f(-1.0f, -1.0f);
glVertex2f( 1.0f, -1.0f);
glVertex2f( 1.0f, 1.0f);
glVertex2f(-1.0f, 1.0f);
glEnd();
//---------------------------------------
const unsigned int Angles = 100;
//circle:
static vector< Vector2f > circle_verts;
static vector< Vector3f > circle_colors;
if (circle_verts.empty()) {
circle_verts.resize(Angles * 2 + 2);
circle_colors.resize(Angles * 2 + 2);
for (unsigned int a = 0; a <= Angles; ++a) {
float ang = a / float(Angles) * float(M_PI) * 2.0f;
circle_colors[2*a+0] = hsv_to_rgb(make_vector(a / float(Angles), 1.0f, 1.0f));
circle_colors[2*a+1] = hsv_to_rgb(make_vector(a / float(Angles), 1.0f, 1.0f));
circle_verts[2*a+0] = CircleRad * make_vector(cosf(ang), sinf(ang));
circle_verts[2*a+1] = TriangleRad * make_vector(cosf(ang), sinf(ang));
}
}
assert(circle_colors.size() == circle_verts.size());
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glVertexPointer(2, GL_FLOAT, sizeof(Vector2f), &circle_verts[0]);
glColorPointer(3, GL_FLOAT, sizeof(Vector3f), &circle_colors[0]);
glDrawArrays(GL_QUAD_STRIP, 0, circle_verts.size());
glVertexPointer(2, GL_FLOAT, sizeof(Vector2f)*2, &circle_verts[0]);
glColorPointer(3, GL_FLOAT, sizeof(Vector3f)*2, &circle_colors[0]);
glDrawArrays(GL_LINE_STRIP, 0, circle_verts.size() / 2);
glVertexPointer(2, GL_FLOAT, sizeof(Vector2f)*2, &circle_verts[1]);
glColorPointer(3, GL_FLOAT, sizeof(Vector3f)*2, &circle_colors[1]);
glDrawArrays(GL_LINE_STRIP, 0, circle_verts.size() / 2);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
//triangle:
{
float ang = float(M_PI) * 2.0f * hsv_color.x;
float amt = float(M_PI) * 2.0f / 3.0f;
glBegin(GL_TRIANGLES);
glColor(hsv_to_rgb(make_vector(hsv_color.x, 1.0f, 1.0f)));
glVertex2f(cosf(ang) * TriangleRad, sinf(ang) * TriangleRad);
glColor(hsv_to_rgb(make_vector(hsv_color.x, 1.0f, 0.0f)));
glVertex2f(cosf(ang-amt) * TriangleRad, sinf(ang-amt) * TriangleRad);
glColor(hsv_to_rgb(make_vector(hsv_color.x, 0.0f, 1.0f)));
glVertex2f(cosf(ang+amt) * TriangleRad, sinf(ang+amt) * TriangleRad);
glEnd();
glBegin(GL_LINE_LOOP);
glColor(hsv_to_rgb(make_vector(hsv_color.x, 1.0f, 1.0f)));
glVertex2f(cosf(ang) * TriangleRad, sinf(ang) * TriangleRad);
glColor(hsv_to_rgb(make_vector(hsv_color.x, 1.0f, 0.0f)));
glVertex2f(cosf(ang-amt) * TriangleRad, sinf(ang-amt) * TriangleRad);
glColor(hsv_to_rgb(make_vector(hsv_color.x, 0.0f, 1.0f)));
glVertex2f(cosf(ang+amt) * TriangleRad, sinf(ang+amt) * TriangleRad);
glEnd();
Vector2f val_dir = -make_vector(cosf(ang-amt), sinf(ang-amt));
Vector2f pos = val_dir * (1.5f * hsv_color.z - 1.0) * TriangleRad;
pos += perpendicular(val_dir) * (0.5 - hsv_color.y) * sqrtf(3.0) * TriangleRad * hsv_color.z;
glBegin(GL_LINES);
glColor3f(1.0f, 1.0f, 1.0f);
glVertex(pos + make_vector(0.1f, 0.1f));
glVertex(pos - make_vector(0.1f, 0.1f));
glVertex(pos + make_vector(0.1f,-0.1f));
glVertex(pos - make_vector(0.1f,-0.1f));
glEnd();
}
//---------------------------------------
glBegin(GL_LINE_LOOP);
glColor3f(0.7f, 0.7f, 0.7f);
glVertex2f(-1.0f, -1.0f);
glVertex2f( 1.0f, -1.0f);
glVertex2f( 1.0f, 1.0f);
glVertex2f(-1.0f, 1.0f);
glEnd();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
Graphics::gl_errors("Color::draw");
}
void ColorModule::update(float elapsed_time) {
}
bool ColorModule::handle_event(SDL_Event const &event, Vector2f local_mouse) {
if (event.type == SDL_MOUSEBUTTONDOWN && event.button.button == SDL_BUTTON_LEFT) {
dragging_triangle = (length_squared(local_mouse) < TriangleRad * TriangleRad);
handle_position(local_mouse);
return true;
}
if (event.type == SDL_MOUSEMOTION && event.motion.state) {
handle_position(local_mouse);
return true;
}
return false;
}
void ColorModule::set_color(Vector3f rgb_color) {
hsv_color = rgb_to_hsv(rgb_color);
color() = hsv_to_rgb(hsv_color);
}
void ColorModule::handle_position(Vector2f pos) {
if (dragging_triangle) {
float ang = float(M_PI) * 2.0f * hsv_color.x;
float amt = float(M_PI) * 2.0f / 3.0f;
Vector2f val_dir = -make_vector(cosf(ang-amt), sinf(ang-amt));
hsv_color.z = (pos * val_dir / TriangleRad + 1.0) / 1.5;
hsv_color.y = (pos * perpendicular(val_dir));
if (hsv_color.z <= 0.0f) {
hsv_color.z = 0.0f;
hsv_color.y = 0.5f;
} else {
hsv_color.y /= hsv_color.z * TriangleRad * sqrtf(3.0f);
hsv_color.y = 0.5f - hsv_color.y;
if (hsv_color.y < 0.0f) hsv_color.y = 0.0f;
if (hsv_color.y > 1.0f) hsv_color.y = 1.0f;
if (hsv_color.z > 1.0f) hsv_color.z = 1.0f;
}
} else {
float ang = atan2(pos.y, pos.x);
hsv_color.x = ang / (2.0f * float(M_PI));
if (hsv_color.x < 0.0f) hsv_color.x += 1.0f;
}
color() = hsv_to_rgb(hsv_color);
}