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