aboutsummaryrefslogtreecommitdiff
path: root/engine/src/terrain/com/jme3/terrain/noise/Color.java
diff options
context:
space:
mode:
Diffstat (limited to 'engine/src/terrain/com/jme3/terrain/noise/Color.java')
-rw-r--r--engine/src/terrain/com/jme3/terrain/noise/Color.java134
1 files changed, 134 insertions, 0 deletions
diff --git a/engine/src/terrain/com/jme3/terrain/noise/Color.java b/engine/src/terrain/com/jme3/terrain/noise/Color.java
new file mode 100644
index 0000000..719c0ff
--- /dev/null
+++ b/engine/src/terrain/com/jme3/terrain/noise/Color.java
@@ -0,0 +1,134 @@
+/**
+ * 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]);
+ }
+}