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//-----------------------------------------------------------------------------
// Name: bytecolor.cpp
// Developer: Wolfire Games LLC
// Description:
// License: Read below
//-----------------------------------------------------------------------------
//
//
// Copyright 2022 Wolfire Games LLC
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
//-----------------------------------------------------------------------------
#include "bytecolor.h"
#include <Math/enginemath.h>
#include <Graphics/ColorWheel.h>
#include <Images/texture_data.h>
unsigned distance_squared( const ByteColor &a, const ByteColor &b ) {
return square((int)a.color[0]-(int)b.color[0]) +
square((int)a.color[1]-(int)b.color[1]) +
square((int)a.color[2]-(int)b.color[2]);
}
float hue_saturation_distance_squared( const ByteColor &a, const ByteColor &b ) {
vec3 hsv_a = RGBtoHSV(vec3(a.color[0]/256.0f,a.color[1]/256.0f,a.color[2]/256.0f));
vec3 hsv_b = RGBtoHSV(vec3(b.color[0]/256.0f,b.color[1]/256.0f,b.color[2]/256.0f));
float hue_a = hsv_a[0] / 360.0f;
float hue_b = hsv_b[0] / 360.0f;
float hue_difference = min(fabs(hue_a-hue_b),min(fabs(hue_a-(1.0f+hue_b)),fabs(1.0f+hue_a-hue_b)));
return square(hue_difference) +
square(hsv_a[1] - hsv_b[1]) +
square(hsv_a[2] - hsv_b[2]);
}
int WeightIndex( const TextureData &data, int i, int j ) {
// TODO: check this
return (i+j*data.GetWidth())*4;
}
ByteColor::ByteColor() {
color[0] = 0;
color[1] = 0;
color[2] = 0;
}
ByteColor::ByteColor( unsigned char r, unsigned char g, unsigned char b ) {
Set(r,g,b);
}
void ByteColor::Set( unsigned char r, unsigned char g, unsigned char b ) {
color[0] = r;
color[1] = g;
color[2] = b;
}
const ByteColor & ByteColor::operator=( const ByteColor &other ) {
color[0] = other.color[0];
color[1] = other.color[1];
color[2] = other.color[2];
return *this;
}
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