#region ================== Copyright (c) 2007 Pascal vd Heiden /* * Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com * This program is released under GNU General Public License * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * */ #endregion #region ================== Namespaces using System; using System.Collections; using System.Collections.Generic; using System.Globalization; using System.Text; using System.Reflection; using System.Drawing; using SlimDX.Direct3D9; using SlimDX; #endregion namespace CodeImp.DoomBuilder.Rendering { public struct PixelColor { #region ================== Constants private const float BYTE_TO_FLOAT = 0.00392156862745098f; #endregion #region ================== Statics public static readonly PixelColor Transparent = new PixelColor(0, 0, 0, 0); #endregion #region ================== Variables // Members public byte b; public byte g; public byte r; public byte a; #endregion #region ================== Constructors // Constructor public PixelColor(byte a, byte r, byte g, byte b) { // Initialize this.a = a; this.r = r; this.g = g; this.b = b; } // Constructor public PixelColor(PixelColor p, byte a) { // Initialize this.a = a; this.r = p.r; this.g = p.g; this.b = p.b; } #endregion #region ================== Methods // Construct from color public static PixelColor FromColor(Color c) { return new PixelColor(c.A, c.R, c.G, c.B); } // Construct from int public static PixelColor FromInt(int c) { return FromColor(Color.FromArgb(c)); } // Return the inverse color public PixelColor Inverse() { return new PixelColor((byte)(255 - a), (byte)(255 - r), (byte)(255 - g), (byte)(255 - b)); } // Return the inverse color, but keep same alpha public PixelColor InverseKeepAlpha() { return new PixelColor(a, (byte)(255 - r), (byte)(255 - g), (byte)(255 - b)); } // To int public int ToInt() { return Color.FromArgb(a, r, g, b).ToArgb(); } // To Color public Color ToColor() { return Color.FromArgb(a, r, g, b); } // To ColorRef (alpha-less) public int ToColorRef() { return ((int)r + ((int)b << 16) + ((int)g << 8)); } // To ColorValue public Color4 ToColorValue() { return new Color4((float)a * BYTE_TO_FLOAT, (float)r * BYTE_TO_FLOAT, (float)g * BYTE_TO_FLOAT, (float)b * BYTE_TO_FLOAT); } // This returns a new PixelColor with adjusted alpha public PixelColor WithAlpha(byte a) { return new PixelColor(this, a); } // This blends two colors with respect to alpha public PixelColor Blend(PixelColor a, PixelColor b) { PixelColor c = new PixelColor(); float ba; ba = (float)a.a * BYTE_TO_FLOAT; c.r = (byte)((float)a.r * (1f - ba) + (float)b.r * ba); c.g = (byte)((float)a.g * (1f - ba) + (float)b.g * ba); c.b = (byte)((float)a.b * (1f - ba) + (float)b.b * ba); c.a = (byte)((float)a.a * (1f - ba) + ba); return c; } // This modulates two colors public static PixelColor Modulate(PixelColor a, PixelColor b) { float aa = (float)a.a * BYTE_TO_FLOAT; float ar = (float)a.r * BYTE_TO_FLOAT; float ag = (float)a.g * BYTE_TO_FLOAT; float ab = (float)a.b * BYTE_TO_FLOAT; float ba = (float)b.a * BYTE_TO_FLOAT; float br = (float)b.r * BYTE_TO_FLOAT; float bg = (float)b.g * BYTE_TO_FLOAT; float bb = (float)b.b * BYTE_TO_FLOAT; PixelColor c = new PixelColor(); c.a = (byte)((aa * ba) * 255.0f); c.r = (byte)((ar * br) * 255.0f); c.g = (byte)((ag * bg) * 255.0f); c.b = (byte)((ab * bb) * 255.0f); return c; } #endregion } }