//============================================================================ // Copyright (c) Kitware, Inc. // All rights reserved. // See LICENSE.txt for details. // This software is distributed WITHOUT ANY WARRANTY; without even // the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR // PURPOSE. See the above copyright notice for more information. // // Copyright 2015 Sandia Corporation. // Copyright 2015 UT-Battelle, LLC. // Copyright 2015 Los Alamos National Security. // // Under the terms of Contract DE-AC04-94AL85000 with Sandia Corporation, // the U.S. Government retains certain rights in this software. // // Under the terms of Contract DE-AC52-06NA25396 with Los Alamos National // Laboratory (LANL), the U.S. Government retains certain rights in // this software. //============================================================================ #ifndef vtk_m_rendering_Color_h #define vtk_m_rendering_Color_h #include #include namespace vtkm { namespace rendering { /// \brief It's a color! /// /// This class provides the basic representation of a color. This class was /// Ported from EAVL. Originally created by Jeremy Meredith, Dave Pugmire, /// and Sean Ahern. /// class Color { public: vtkm::Vec Components; Color() { Components[0] = 0; Components[1] = 0; Components[2] = 0; Components[3] = 1; } Color(vtkm::Float32 r_, vtkm::Float32 g_, vtkm::Float32 b_, vtkm::Float32 a_ = 1.f) { Components[0] = r_; Components[1] = g_; Components[2] = b_; Components[3] = a_; } inline void SetComponentFromByte(vtkm::Int32 i, vtkm::UInt8 v) { // Note that though GetComponentAsByte below // multiplies by 256, we're dividing by 255. here. // This is, believe it or not, still correct. // That's partly because we always round down in // that method. For example, if we set the float // here using byte(1), /255 gives us .00392, which // *256 gives us 1.0035, which is then rounded back // down to byte(1) below. Or, if we set the float // here using byte(254), /255 gives us .99608, which // *256 gives us 254.996, which is then rounded // back down to 254 below. So it actually reverses // correctly, even though the mutliplier and // divider don't match between these two methods. // // Of course, converting in GetComponentAsByte from // 1.0 gives 256, so we need to still clamp to 255 // anyway. Again, this is not a problem, because it // doesn't really extend the range of floating point // values which map to 255. Components[i] = static_cast(v) / 255.f; // clamp? if (Components[i]<0) Components[i] = 0; if (Components[i]>1) Components[i] = 1; } inline vtkm::UInt8 GetComponentAsByte(int i) { // We need this to match what OpenGL/Mesa do. // Why? Well, we need to set glClearColor // using floats, but the frame buffer comes // back as bytes (and is internally such) in // most cases. In one example -- parallel // compositing -- we need the byte values // returned from here to match the byte values // returned in the frame buffer. Though // a quick source code inspection of Mesa // led me to believe I should do *255., in // fact this led to a mismatch. *256. was // actually closer. (And arguably more correct // if you think the byte value 255 should share // approximately the same range in the float [0,1] // space as the other byte values.) Note in the // inverse method above, though, we still use 255; // see SetComponentFromByte for an explanation of // why that is correct, if non-obvious. int tv = vtkm::Int32(Components[i] * 256.f); // Converting even from valid values (i.e 1.0) // can give a result outside the range (i.e. 256), // but we have to clamp anyway. return vtkm::UInt8((tv < 0) ? 0 : (tv > 255) ? 255 : tv); } void GetRGBA(vtkm::UInt8 &r, vtkm::UInt8 &g, vtkm::UInt8 &b, vtkm::UInt8 &a) { r = GetComponentAsByte(0); g = GetComponentAsByte(1); b = GetComponentAsByte(2); a = GetComponentAsByte(3); } vtkm::Float64 RawBrightness() { return (Components[0]+Components[1]+Components[2])/3.; } friend std::ostream &operator<<(std::ostream &out, const Color &c) { out << "["<