godot/scene/resources/color_ramp.h
Hein-Pieter van Braam 0e29f7974b Reduce unnecessary COW on Vector by make writing explicit
This commit makes operator[] on Vector const and adds a write proxy to it.  From
now on writes to Vectors need to happen through the .write proxy. So for
instance:

Vector<int> vec;
vec.push_back(10);
std::cout << vec[0] << std::endl;
vec.write[0] = 20;

Failing to use the .write proxy will cause a compilation error.

In addition COWable datatypes can now embed a CowData pointer to their data.
This means that String, CharString, and VMap no longer use or derive from
Vector.

_ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug
builds. This is a lot faster for Vector in the editor and while running tests.
The reason why this difference used to exist is because force-inlined methods
used to give a bad debugging experience. After extensive testing with modern
compilers this is no longer the case.
2018-07-26 00:54:16 +02:00

130 lines
4.3 KiB
C++

/*************************************************************************/
/* color_ramp.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef SCENE_RESOURCES_COLOR_RAMP_H_
#define SCENE_RESOURCES_COLOR_RAMP_H_
#include "resource.h"
class Gradient : public Resource {
GDCLASS(Gradient, Resource);
OBJ_SAVE_TYPE(Gradient);
public:
struct Point {
float offset;
Color color;
bool operator<(const Point &p_ponit) const {
return offset < p_ponit.offset;
}
};
private:
Vector<Point> points;
bool is_sorted;
protected:
static void _bind_methods();
public:
Gradient();
virtual ~Gradient();
void add_point(float p_offset, const Color &p_color);
void remove_point(int p_index);
void set_points(Vector<Point> &p_points);
Vector<Point> &get_points();
void set_offset(int pos, const float offset);
float get_offset(int pos) const;
void set_color(int pos, const Color &color);
Color get_color(int pos) const;
void set_offsets(const Vector<float> &p_offsets);
Vector<float> get_offsets() const;
void set_colors(const Vector<Color> &p_colors);
Vector<Color> get_colors() const;
_FORCE_INLINE_ Color get_color_at_offset(float p_offset) {
if (points.empty())
return Color(0, 0, 0, 1);
if (!is_sorted) {
points.sort();
is_sorted = true;
}
//binary search
int low = 0;
int high = points.size() - 1;
int middle = 0;
#if DEBUG_ENABLED
if (low > high)
ERR_PRINT("low > high, this may be a bug");
#endif
while (low <= high) {
middle = (low + high) / 2;
const Point &point = points[middle];
if (point.offset > p_offset) {
high = middle - 1; //search low end of array
} else if (point.offset < p_offset) {
low = middle + 1; //search high end of array
} else {
return point.color;
}
}
//return interpolated value
if (points[middle].offset > p_offset) {
middle--;
}
int first = middle;
int second = middle + 1;
if (second >= points.size())
return points[points.size() - 1].color;
if (first < 0)
return points[0].color;
const Point &pointFirst = points[first];
const Point &pointSecond = points[second];
return pointFirst.color.linear_interpolate(pointSecond.color, (p_offset - pointFirst.offset) / (pointSecond.offset - pointFirst.offset));
}
int get_points_count() const;
};
#endif /* SCENE_RESOURCES_COLOR_RAMP_H_ */