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color.h
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color.h
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#pragma once
#include "math/matrix.h"
#ifdef RGB
#undef RGB
#endif
#define RGB(r,g,b) ((COLORREF)(((DWORD)(r)) | (((DWORD)(g))<<8) | (((DWORD)(b))<<16)))
inline D3DCOLOR COLORREF_to_D3DCOLOR(const COLORREF c)
{
// COLORREF: 0x00BBGGRR
// D3DCOLOR: 0xAARRGGBB
const COLORREF r = (c & 0x000000ff);
const COLORREF g = (c & 0x0000ff00) >> 8;
const COLORREF b = (c & 0x00ff0000) >> 16;
return b | (g << 8) | (r << 16) | 0xff000000;
}
inline vec4 convertColor(const COLORREF c, const float w = 1.0f)
{
const float r = (float)(c & 255) * (float)(1.0/255.0);
const float g = (float)(c & 65280) * (float)(1.0/65280.0);
const float b = (float)(c & 16711680) * (float)(1.0/16711680.0);
return vec4(r,g,b,w);
}
inline float invGammaApprox(const float c)
{
return c * (c * (c * 0.305306011f + 0.682171111f) + 0.012522878f); /*pow(color,2.2f);*/ // pow does still matter on current CPUs
}
inline float gammaApprox(const float c)
{
const float t0 = sqrtf(c);
const float t1 = sqrtf(t0);
const float t2 = sqrtf(t1);
return 0.662002687f * t0 + 0.684122060f * t1 - 0.323583601f * t2 - 0.0225411470f * c; /*pow(color,(float)(1.0/2.2));*/ // pow does still matter on current CPUs
}