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olcPixelGameEngine/utilities/olcUTIL_Palette.h

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/*
OneLoneCoder - Palette v1.00
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Convenient tool for creating interpolated palettes, that can be
sampled discretely or continuously
License (OLC-3)
~~~~~~~~~~~~~~~
Copyright 2018 - 2022 OneLoneCoder.com
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions
are met:
1. Redistributions or derivations of source code must retain the above
copyright notice, this list of conditions and the following disclaimer.
2. Redistributions or derivative works in binary form must reproduce
the above copyright notice. This list of conditions and the following
disclaimer must be reproduced in the documentation and/or other
materials provided with the distribution.
3. Neither the name of the copyright holder nor the names of its
contributors may be used to endorse or promote products derived
from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
Links
~~~~~
YouTube: https://www.youtube.com/javidx9
Discord: https://discord.gg/WhwHUMV
Twitter: https://www.twitter.com/javidx9
Twitch: https://www.twitch.tv/javidx9
GitHub: https://www.github.com/onelonecoder
Homepage: https://www.onelonecoder.com
Author
~~~~~~
David Barr, aka javidx9, <EFBFBD>OneLoneCoder 2019, 2020, 2021, 2022
*/
/*
Example
~~~~~~~
// Create palette object
olc::Palette pal;
// Use a stock palette
pal = Palette(Stock::Spectrum);
// Clearing a palete
pal.Clear();
// Custom palette - normalised index [0.0 ... 1.0], Colour
pal.SetColour(00.0 / 24.0, olc::Pixel(000, 000, 000));
pal.SetColour(03.0 / 24.0, olc::Pixel(000, 000, 030));
pal.SetColour(05.0 / 24.0, olc::Pixel(200, 240, 255));
pal.SetColour(12.0 / 24.0, olc::Pixel(200, 240, 255));
pal.SetColour(15.0 / 24.0, olc::Pixel(050, 100, 255));
pal.SetColour(20.0 / 24.0, olc::Pixel(245, 000, 146));
pal.SetColour(22.0 / 24.0, olc::Pixel(000, 000, 128));
pal.SetColour(24.0 / 24.0, olc::Pixel(000, 000, 000));
// Access palette via interpolation [0.0 ... 1.0]
// Continuous, Smooth, potentially slower
olc::Pixel p1 = pal.Sample(0.2);
olc::Pixel p2 = pal.Sample(0.6);
olc::Pixel p3 = pal.Sample(1.0);
// Access palette via index [0 ... 255]
// Discrete, Not Smooth, very fast
olc::Pixel i1 = pal.Index(10);
*/
#pragma once
#include "olcPixelGameEngine.h"
namespace olc::utils
{
class Palette
{
public:
enum class Stock
{
Empty,
Greyscale,
ColdHot,
Spectrum,
};
public:
// Construct empty palette (default) or populate with pre-defined
inline Palette(const Stock stock = Stock::Empty)
{
switch (stock)
{
case Stock::Empty:
Clear();
break;
case Stock::Greyscale:
vColours =
{
{0.0, olc::BLACK}, {1.0, olc::WHITE}
};
break;
case Stock::ColdHot:
vColours =
{
{0.0, olc::CYAN}, {0.5, olc::BLACK}, {1.0, olc::YELLOW}
};
break;
case Stock::Spectrum:
vColours =
{
{0.0 / 6.0, olc::RED},
{1.0 / 6.0, olc::YELLOW},
{2.0 / 6.0, olc::GREEN},
{3.0 / 6.0, olc::CYAN},
{4.0 / 6.0, olc::BLUE},
{5.0 / 6.0, olc::MAGENTA},
{6.0 / 6.0, olc::RED}
};
break;
}
ReconstructIndex();
}
public:
// Sample continously from palette, where t is [0.0 ... 1.0]
inline olc::Pixel Sample(const double t) const
{
// Return obvious sample values
if (vColours.empty())
return olc::BLACK;
if (vColours.size() == 1)
return vColours.front().second;
// Iterate through colour entries until we find the first entry
// with a location greater than our sample point
double i = std::clamp(t, 0.0, 1.0);
auto it = vColours.begin();
while (i > it->first)
++it;
// If that is the first entry, just return it
if (it == std::begin(vColours))
return it->second;
else
{
// else get the preceeding entry, and lerp between the two
// proportionally
auto it_p = std::prev(it);
return olc::PixelLerp(it_p->second, it->second,
float((i - it_p->first) / (it->first - it_p->first)));
}
}
// Sample discretely from palette where idx is [0 ... 255]
inline olc::Pixel Index(const uint8_t idx) const
{
return aIndexedPalette[idx];
}
// Clear palette, defaulting to black
inline void Clear()
{
vColours.clear();
aIndexedPalette.fill(olc::BLACK);
}
// Add a colour at a particular continuous location in palette
inline void SetColour(const double d, const olc::Pixel col)
{
double i = std::clamp(d, 0.0, 1.0);
// If d already exists, replace it
auto it = std::find_if(vColours.begin(), vColours.end(),
[&i](const std::pair<double, olc::Pixel>& p)
{
return p.first == i;
});
if (it != std::end(vColours))
{
// Palette entry was found, so replace colour entry
it->second = col;
}
else
{
// Palette entry not found, sp add it, and sort palette vector
vColours.push_back({ i, col });
std::sort(vColours.begin(), vColours.end(),
[](const std::pair<double, olc::Pixel>& p1, std::pair<double, olc::Pixel>& p2)
{
return p2.first > p1.first;
});
}
ReconstructIndex();
}
private:
// Vector stores all palette milestones
std::vector<std::pair<double, olc::Pixel>> vColours;
// Array stores fast LUT
std::array<olc::Pixel, 256> aIndexedPalette;
inline void ReconstructIndex()
{
// Reconstruct Indexed palette
for (int i = 0; i < 256; i++)
{
double t = double(i) / 255.0;
aIndexedPalette[i] = Sample(t);
}
}
};
}