pandemonium_engine_minimal/scene/resources/gradient.h

156 lines
4.0 KiB
C++

#ifndef GRADIENT_H
#define GRADIENT_H
/* gradient.h */
#include "core/object/resource.h"
class Gradient : public Resource {
GDCLASS(Gradient, Resource);
OBJ_SAVE_TYPE(Gradient);
public:
enum InterpolationMode {
GRADIENT_INTERPOLATE_LINEAR,
GRADIENT_INTERPOLATE_CONSTANT,
GRADIENT_INTERPOLATE_CUBIC,
};
struct Point {
float offset;
Color color;
bool operator<(const Point &p_ponit) const {
return offset < p_ponit.offset;
}
};
private:
Vector<Point> points;
bool is_sorted;
InterpolationMode interpolation_mode = GRADIENT_INTERPOLATE_LINEAR;
_FORCE_INLINE_ void _update_sorting() {
if (!is_sorted) {
points.sort();
is_sorted = true;
}
}
protected:
static void _bind_methods();
public:
Gradient();
virtual ~Gradient();
void add_point(float p_offset, const Color &p_color);
void remove_point(int p_index);
void set_points(Vector<Point> &p_points);
Vector<Point> &get_points();
void set_offset(int pos, const float offset);
float get_offset(int pos);
void set_color(int pos, const Color &color);
Color get_color(int pos);
void set_offsets(const Vector<float> &p_offsets);
Vector<float> get_offsets() const;
void set_colors(const Vector<Color> &p_colors);
Vector<Color> get_colors() const;
void set_interpolation_mode(InterpolationMode p_interp_mode);
InterpolationMode get_interpolation_mode();
_FORCE_INLINE_ float cubic_interpolate(float p0, float p1, float p2, float p3, float x) {
return p1 + 0.5 * x * (p2 - p0 + x * (2.0 * p0 - 5.0 * p1 + 4.0 * p2 - p3 + x * (3.0 * (p1 - p2) + p3 - p0)));
}
_FORCE_INLINE_ Color get_color_at_offset(float p_offset) {
if (points.empty()) {
return Color(0, 0, 0, 1);
}
_update_sorting();
//binary search
int low = 0;
int high = points.size() - 1;
int middle = 0;
#ifdef DEBUG_ENABLED
if (low > high)
ERR_PRINT("low > high, this may be a bug");
#endif
while (low <= high) {
middle = (low + high) / 2;
const Point &point = points[middle];
if (point.offset > p_offset) {
high = middle - 1; //search low end of array
} else if (point.offset < p_offset) {
low = middle + 1; //search high end of array
} else {
return point.color;
}
}
//return interpolated value
if (points[middle].offset > p_offset) {
middle--;
}
int first = middle;
int second = middle + 1;
if (second >= points.size()) {
return points[points.size() - 1].color;
}
if (first < 0) {
return points[0].color;
}
const Point &pointFirst = points[first];
const Point &pointSecond = points[second];
switch (interpolation_mode) {
case GRADIENT_INTERPOLATE_LINEAR: {
return pointFirst.color.linear_interpolate(pointSecond.color, (p_offset - pointFirst.offset) / (pointSecond.offset - pointFirst.offset));
} break;
case GRADIENT_INTERPOLATE_CONSTANT: {
return pointFirst.color;
} break;
case GRADIENT_INTERPOLATE_CUBIC: {
int p0 = first - 1;
int p3 = second + 1;
if (p3 >= points.size()) {
p3 = second;
}
if (p0 < 0) {
p0 = first;
}
const Point &pointP0 = points[p0];
const Point &pointP3 = points[p3];
float x = (p_offset - pointFirst.offset) / (pointSecond.offset - pointFirst.offset);
float r = cubic_interpolate(pointP0.color.r, pointFirst.color.r, pointSecond.color.r, pointP3.color.r, x);
float g = cubic_interpolate(pointP0.color.g, pointFirst.color.g, pointSecond.color.g, pointP3.color.g, x);
float b = cubic_interpolate(pointP0.color.b, pointFirst.color.b, pointSecond.color.b, pointP3.color.b, x);
float a = cubic_interpolate(pointP0.color.a, pointFirst.color.a, pointSecond.color.a, pointP3.color.a, x);
return Color(r, g, b, a);
} break;
default: {
// Fallback to linear interpolation.
return pointFirst.color.linear_interpolate(pointSecond.color, (p_offset - pointFirst.offset) / (pointSecond.offset - pointFirst.offset));
}
}
}
int get_points_count() const;
};
VARIANT_ENUM_CAST(Gradient::InterpolationMode);
#endif // GRADIENT_H