d8223ffa75
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
(cherry picked from commit c7bc44d5ad
)
126 lines
4.1 KiB
C++
126 lines
4.1 KiB
C++
/*************************************************************************/
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/* color_ramp.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef SCENE_RESOURCES_COLOR_RAMP_H_
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#define SCENE_RESOURCES_COLOR_RAMP_H_
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#include "resource.h"
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class ColorRamp: public Resource {
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OBJ_TYPE( ColorRamp, Resource );
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OBJ_SAVE_TYPE( ColorRamp );
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public:
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struct Point {
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float offset;
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Color color;
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bool operator<(const Point& p_ponit) const {
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return offset<p_ponit.offset;
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}
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};
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private:
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Vector<Point> points;
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bool is_sorted;
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protected:
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static void _bind_methods();
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public:
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ColorRamp();
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virtual ~ColorRamp();
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void add_point(float p_offset, const Color& p_color);
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void remove_point(int p_index);
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void set_points(Vector<Point>& points);
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Vector<Point>& get_points();
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void set_offset(int pos, const float offset);
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float get_offset(int pos) const;
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void set_color(int pos, const Color& color);
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Color get_color(int pos) const;
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void set_offsets(const Vector<float>& offsets);
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Vector<float> get_offsets() const;
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void set_colors(const Vector<Color>& colors);
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Vector<Color> get_colors() const;
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_FORCE_INLINE_ Color get_color_at_offset(float p_offset) {
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if (points.empty())
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return Color(0,0,0,1);
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if(!is_sorted)
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{
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points.sort();
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is_sorted = true;
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}
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//binary search
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int low = 0;
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int high = points.size() -1;
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int middle;
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while( low <= high )
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{
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middle = ( low + high ) / 2;
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Point& point = points[middle];
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if( point.offset > p_offset ) {
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high = middle - 1; //search low end of array
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} else if ( point.offset < p_offset) {
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low = middle + 1; //search high end of array
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} else {
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return point.color;
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}
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}
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//return interpolated value
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if (points[middle].offset>p_offset)
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{
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middle--;
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}
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int first=middle;
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int second=middle+1;
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if(second>=points.size())
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return points[points.size()-1].color;
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if(first<0)
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return points[0].color;
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Point& pointFirst = points[first];
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Point& pointSecond = points[second];
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return pointFirst.color.linear_interpolate(pointSecond.color, (p_offset-pointFirst.offset)/(pointSecond.offset - pointFirst.offset));
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}
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int get_points_count() const;
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};
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#endif /* SCENE_RESOURCES_COLOR_RAMP_H_ */
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