view mde/types/Colour.d @ 91:4d5d53e4f881

Shared alignment for dynamic content lists - finally implemented! Lots of smaller changes too. Some debugging improvements. When multiple .mtt files are read for merging, files with invalid headers are ignored and no error is thrown so long as at least one file os valid.
author Diggory Hardy <diggory.hardy@gmail.com>
date Thu, 16 Oct 2008 17:43:48 +0100
parents b525ff28774b
children
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/* LICENSE BLOCK
Part of mde: a Modular D game-oriented Engine
Copyright © 2007-2008 Diggory Hardy

This program is free software: you can redistribute it and/or modify it under the terms
of the GNU General Public License as published by the Free Software Foundation, either
version 2 of the License, or (at your option) any later version.

This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with this program.  If not, see <http://www.gnu.org/licenses/>. */

/** Contains a basic colour type. */
module mde.types.Colour;

/// Represent a colour using clamped floats
struct Colour {
    /// Returns GL_ONE if total value is nearer white than black, else GL_ZERO.
    uint nearestGLConst () {
        return r+g+b >= 1.5f ? 1u : 0u;
    }
    
    float r,g,b;	/// values
    
    static {
        /// Predefined colours
        const Colour WHITE = { r:1f, g:1f, b:1f };
        const Colour BLACK = { r:0f, g:0f, b:0f };	/// ditto
        
        /// Construct from floats (doesn't clamp, but GL does when values are passed)
        Colour opCall (float r, float g, float b) {
            Colour c;
            c.r = r;
            c.g = g;
            c.b = b;
            return c;
        }
        /// Construct from ubytes
        Colour opCall (ubyte r, ubyte g, ubyte b) {
            Colour c;
            c.r = cast(float) r / 255f;
            c.g = cast(float) g / 255f;
            c.b = cast(float) b / 255f;
            return c;
        }
        /// Construct from 0xRRGGBB
        Colour opCall (int col) {
            Colour c;
            c.r = cast(float) ((col >> 16u) & 0xFF) / 255f;
            c.g = cast(float) ((col >> 8u)  & 0xFF) / 255f;
            c.b = cast(float) (col          & 0xFF) / 255f;
            return c;
        }
    }
}