Mercurial > projects > mde
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> |
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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; } } }