opencv/3rdparty/openexr/Imath/ImathColor.h
2012-10-17 15:32:23 +04:00

735 lines
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///////////////////////////////////////////////////////////////////////////
//
// Copyright (c) 2004, Industrial Light & Magic, a division of Lucas
// Digital Ltd. LLC
//
// 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.
// * Neither the name of Industrial Light & Magic nor the names of
// its contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// 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
// OWNER 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.
//
///////////////////////////////////////////////////////////////////////////
#ifndef INCLUDED_IMATHCOLOR_H
#define INCLUDED_IMATHCOLOR_H
//----------------------------------------------------
//
// A three and four component color class template.
//
//----------------------------------------------------
#include "ImathVec.h"
#include "half.h"
namespace Imath {
template <class T>
class Color3: public Vec3 <T>
{
public:
//-------------
// Constructors
//-------------
Color3 (); // no initialization
explicit Color3 (T a); // (a a a)
Color3 (T a, T b, T c); // (a b c)
//---------------------------------
// Copy constructors and assignment
//---------------------------------
Color3 (const Color3 &c);
template <class S> Color3 (const Vec3<S> &v);
const Color3 & operator = (const Color3 &c);
//------------------------
// Component-wise addition
//------------------------
const Color3 & operator += (const Color3 &c);
Color3 operator + (const Color3 &c) const;
//---------------------------
// Component-wise subtraction
//---------------------------
const Color3 & operator -= (const Color3 &c);
Color3 operator - (const Color3 &c) const;
//------------------------------------
// Component-wise multiplication by -1
//------------------------------------
Color3 operator - () const;
const Color3 & negate ();
//------------------------------
// Component-wise multiplication
//------------------------------
const Color3 & operator *= (const Color3 &c);
const Color3 & operator *= (T a);
Color3 operator * (const Color3 &c) const;
Color3 operator * (T a) const;
//------------------------
// Component-wise division
//------------------------
const Color3 & operator /= (const Color3 &c);
const Color3 & operator /= (T a);
Color3 operator / (const Color3 &c) const;
Color3 operator / (T a) const;
};
template <class T> class Color4
{
public:
//-------------------
// Access to elements
//-------------------
T r, g, b, a;
T & operator [] (int i);
const T & operator [] (int i) const;
//-------------
// Constructors
//-------------
Color4 (); // no initialization
explicit Color4 (T a); // (a a a a)
Color4 (T a, T b, T c, T d); // (a b c d)
//---------------------------------
// Copy constructors and assignment
//---------------------------------
Color4 (const Color4 &v);
template <class S> Color4 (const Color4<S> &v);
const Color4 & operator = (const Color4 &v);
//----------------------
// Compatibility with Sb
//----------------------
template <class S>
void setValue (S a, S b, S c, S d);
template <class S>
void setValue (const Color4<S> &v);
template <class S>
void getValue (S &a, S &b, S &c, S &d) const;
template <class S>
void getValue (Color4<S> &v) const;
T * getValue();
const T * getValue() const;
//---------
// Equality
//---------
template <class S>
bool operator == (const Color4<S> &v) const;
template <class S>
bool operator != (const Color4<S> &v) const;
//------------------------
// Component-wise addition
//------------------------
const Color4 & operator += (const Color4 &v);
Color4 operator + (const Color4 &v) const;
//---------------------------
// Component-wise subtraction
//---------------------------
const Color4 & operator -= (const Color4 &v);
Color4 operator - (const Color4 &v) const;
//------------------------------------
// Component-wise multiplication by -1
//------------------------------------
Color4 operator - () const;
const Color4 & negate ();
//------------------------------
// Component-wise multiplication
//------------------------------
const Color4 & operator *= (const Color4 &v);
const Color4 & operator *= (T a);
Color4 operator * (const Color4 &v) const;
Color4 operator * (T a) const;
//------------------------
// Component-wise division
//------------------------
const Color4 & operator /= (const Color4 &v);
const Color4 & operator /= (T a);
Color4 operator / (const Color4 &v) const;
Color4 operator / (T a) const;
//----------------------------------------------------------
// Number of dimensions, i.e. number of elements in a Color4
//----------------------------------------------------------
static unsigned int dimensions() {return 4;}
//-------------------------------------------------
// Limitations of type T (see also class limits<T>)
//-------------------------------------------------
static T baseTypeMin() {return limits<T>::min();}
static T baseTypeMax() {return limits<T>::max();}
static T baseTypeSmallest() {return limits<T>::smallest();}
static T baseTypeEpsilon() {return limits<T>::epsilon();}
//--------------------------------------------------------------
// Base type -- in templates, which accept a parameter, V, which
// could be a Color4<T>, you can refer to T as
// V::BaseType
//--------------------------------------------------------------
typedef T BaseType;
};
//--------------
// Stream output
//--------------
template <class T>
std::ostream & operator << (std::ostream &s, const Color4<T> &v);
//----------------------------------------------------
// Reverse multiplication: S * Color4<T>
//----------------------------------------------------
template <class S, class T> Color4<T> operator * (S a, const Color4<T> &v);
//-------------------------
// Typedefs for convenience
//-------------------------
typedef Color3<float> Color3f;
typedef Color3<half> Color3h;
typedef Color3<unsigned char> Color3c;
typedef Color3<half> C3h;
typedef Color3<float> C3f;
typedef Color3<unsigned char> C3c;
typedef Color4<float> Color4f;
typedef Color4<half> Color4h;
typedef Color4<unsigned char> Color4c;
typedef Color4<float> C4f;
typedef Color4<half> C4h;
typedef Color4<unsigned char> C4c;
typedef unsigned int PackedColor;
//-------------------------
// Implementation of Color3
//-------------------------
template <class T>
inline
Color3<T>::Color3 (): Vec3 <T> ()
{
// empty
}
template <class T>
inline
Color3<T>::Color3 (T a): Vec3 <T> (a)
{
// empty
}
template <class T>
inline
Color3<T>::Color3 (T a, T b, T c): Vec3 <T> (a, b, c)
{
// empty
}
template <class T>
inline
Color3<T>::Color3 (const Color3 &c): Vec3 <T> (c)
{
// empty
}
template <class T>
template <class S>
inline
Color3<T>::Color3 (const Vec3<S> &v): Vec3 <T> (v)
{
//empty
}
template <class T>
inline const Color3<T> &
Color3<T>::operator = (const Color3 &c)
{
*((Vec3<T> *) this) = c;
return *this;
}
template <class T>
inline const Color3<T> &
Color3<T>::operator += (const Color3 &c)
{
*((Vec3<T> *) this) += c;
return *this;
}
template <class T>
inline Color3<T>
Color3<T>::operator + (const Color3 &c) const
{
return Color3 (*(Vec3<T> *)this + (const Vec3<T> &)c);
}
template <class T>
inline const Color3<T> &
Color3<T>::operator -= (const Color3 &c)
{
*((Vec3<T> *) this) -= c;
return *this;
}
template <class T>
inline Color3<T>
Color3<T>::operator - (const Color3 &c) const
{
return Color3 (*(Vec3<T> *)this - (const Vec3<T> &)c);
}
template <class T>
inline Color3<T>
Color3<T>::operator - () const
{
return Color3 (-(*(Vec3<T> *)this));
}
template <class T>
inline const Color3<T> &
Color3<T>::negate ()
{
((Vec3<T> *) this)->negate();
return *this;
}
template <class T>
inline const Color3<T> &
Color3<T>::operator *= (const Color3 &c)
{
*((Vec3<T> *) this) *= c;
return *this;
}
template <class T>
inline const Color3<T> &
Color3<T>::operator *= (T a)
{
*((Vec3<T> *) this) *= a;
return *this;
}
template <class T>
inline Color3<T>
Color3<T>::operator * (const Color3 &c) const
{
return Color3 (*(Vec3<T> *)this * (const Vec3<T> &)c);
}
template <class T>
inline Color3<T>
Color3<T>::operator * (T a) const
{
return Color3 (*(Vec3<T> *)this * a);
}
template <class T>
inline const Color3<T> &
Color3<T>::operator /= (const Color3 &c)
{
*((Vec3<T> *) this) /= c;
return *this;
}
template <class T>
inline const Color3<T> &
Color3<T>::operator /= (T a)
{
*((Vec3<T> *) this) /= a;
return *this;
}
template <class T>
inline Color3<T>
Color3<T>::operator / (const Color3 &c) const
{
return Color3 (*(Vec3<T> *)this / (const Vec3<T> &)c);
}
template <class T>
inline Color3<T>
Color3<T>::operator / (T a) const
{
return Color3 (*(Vec3<T> *)this / a);
}
//-----------------------
// Implementation of Color4
//-----------------------
template <class T>
inline T &
Color4<T>::operator [] (int i)
{
return (&r)[i];
}
template <class T>
inline const T &
Color4<T>::operator [] (int i) const
{
return (&r)[i];
}
template <class T>
inline
Color4<T>::Color4 ()
{
// empty
}
template <class T>
inline
Color4<T>::Color4 (T x)
{
r = g = b = a = x;
}
template <class T>
inline
Color4<T>::Color4 (T x, T y, T z, T w)
{
r = x;
g = y;
b = z;
a = w;
}
template <class T>
inline
Color4<T>::Color4 (const Color4 &v)
{
r = v.r;
g = v.g;
b = v.b;
a = v.a;
}
template <class T>
template <class S>
inline
Color4<T>::Color4 (const Color4<S> &v)
{
r = T (v.r);
g = T (v.g);
b = T (v.b);
a = T (v.a);
}
template <class T>
inline const Color4<T> &
Color4<T>::operator = (const Color4 &v)
{
r = v.r;
g = v.g;
b = v.b;
a = v.a;
return *this;
}
template <class T>
template <class S>
inline void
Color4<T>::setValue (S x, S y, S z, S w)
{
r = T (x);
g = T (y);
b = T (z);
a = T (w);
}
template <class T>
template <class S>
inline void
Color4<T>::setValue (const Color4<S> &v)
{
r = T (v.r);
g = T (v.g);
b = T (v.b);
a = T (v.a);
}
template <class T>
template <class S>
inline void
Color4<T>::getValue (S &x, S &y, S &z, S &w) const
{
x = S (r);
y = S (g);
z = S (b);
w = S (a);
}
template <class T>
template <class S>
inline void
Color4<T>::getValue (Color4<S> &v) const
{
v.r = S (r);
v.g = S (g);
v.b = S (b);
v.a = S (a);
}
template <class T>
inline T *
Color4<T>::getValue()
{
return (T *) &r;
}
template <class T>
inline const T *
Color4<T>::getValue() const
{
return (const T *) &r;
}
template <class T>
template <class S>
inline bool
Color4<T>::operator == (const Color4<S> &v) const
{
return r == v.r && g == v.g && b == v.b && a == v.a;
}
template <class T>
template <class S>
inline bool
Color4<T>::operator != (const Color4<S> &v) const
{
return r != v.r || g != v.g || b != v.b || a != v.a;
}
template <class T>
inline const Color4<T> &
Color4<T>::operator += (const Color4 &v)
{
r += v.r;
g += v.g;
b += v.b;
a += v.a;
return *this;
}
template <class T>
inline Color4<T>
Color4<T>::operator + (const Color4 &v) const
{
return Color4 (r + v.r, g + v.g, b + v.b, a + v.a);
}
template <class T>
inline const Color4<T> &
Color4<T>::operator -= (const Color4 &v)
{
r -= v.r;
g -= v.g;
b -= v.b;
a -= v.a;
return *this;
}
template <class T>
inline Color4<T>
Color4<T>::operator - (const Color4 &v) const
{
return Color4 (r - v.r, g - v.g, b - v.b, a - v.a);
}
template <class T>
inline Color4<T>
Color4<T>::operator - () const
{
return Color4 (-r, -g, -b, -a);
}
template <class T>
inline const Color4<T> &
Color4<T>::negate ()
{
r = -r;
g = -g;
b = -b;
a = -a;
return *this;
}
template <class T>
inline const Color4<T> &
Color4<T>::operator *= (const Color4 &v)
{
r *= v.r;
g *= v.g;
b *= v.b;
a *= v.a;
return *this;
}
template <class T>
inline const Color4<T> &
Color4<T>::operator *= (T x)
{
r *= x;
g *= x;
b *= x;
a *= x;
return *this;
}
template <class T>
inline Color4<T>
Color4<T>::operator * (const Color4 &v) const
{
return Color4 (r * v.r, g * v.g, b * v.b, a * v.a);
}
template <class T>
inline Color4<T>
Color4<T>::operator * (T x) const
{
return Color4 (r * x, g * x, b * x, a * x);
}
template <class T>
inline const Color4<T> &
Color4<T>::operator /= (const Color4 &v)
{
r /= v.r;
g /= v.g;
b /= v.b;
a /= v.a;
return *this;
}
template <class T>
inline const Color4<T> &
Color4<T>::operator /= (T x)
{
r /= x;
g /= x;
b /= x;
a /= x;
return *this;
}
template <class T>
inline Color4<T>
Color4<T>::operator / (const Color4 &v) const
{
return Color4 (r / v.r, g / v.g, b / v.b, a / v.a);
}
template <class T>
inline Color4<T>
Color4<T>::operator / (T x) const
{
return Color4 (r / x, g / x, b / x, a / x);
}
template <class T>
std::ostream &
operator << (std::ostream &s, const Color4<T> &v)
{
return s << '(' << v.r << ' ' << v.g << ' ' << v.b << ' ' << v.a << ')';
}
//-----------------------------------------
// Implementation of reverse multiplication
//-----------------------------------------
template <class S, class T>
inline Color4<T>
operator * (S x, const Color4<T> &v)
{
return Color4<T> (x * v.r, x * v.g, x * v.b, x * v.a);
}
} // namespace Imath
#endif