/*------------------------------------------------------------------------- RgbwColor provides a color object that can be directly consumed by NeoPixelBus Written by Michael C. Miller. I invest time and resources providing this open source code, please support me by dontating (see https://github.com/Makuna/NeoPixelBus) ------------------------------------------------------------------------- This file is part of the Makuna/NeoPixelBus library. NeoPixelBus is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. NeoPixelBus 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 Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with NeoPixel. If not, see . -------------------------------------------------------------------------*/ #pragma once #include struct RgbColor; struct HslColor; struct HsbColor; // ------------------------------------------------------------------------ // RgbwColor represents a color object that is represented by Red, Green, Blue // component values and an extra White component. It contains helpful color // routines to manipulate the color. // ------------------------------------------------------------------------ struct RgbwColor { typedef NeoRgbwCurrentSettings SettingsObject; // ------------------------------------------------------------------------ // Construct a RgbwColor using R, G, B, W values (0-255) // ------------------------------------------------------------------------ RgbwColor(uint8_t r, uint8_t g, uint8_t b, uint8_t w = 0) : R(r), G(g), B(b), W(w) { }; // ------------------------------------------------------------------------ // Construct a RgbColor using a single brightness value (0-255) // This works well for creating gray tone colors // (0) = black, (255) = white, (128) = gray // ------------------------------------------------------------------------ RgbwColor(uint8_t brightness) : R(0), G(0), B(0), W(brightness) { }; // ------------------------------------------------------------------------ // Construct a RgbwColor using RgbColor // ------------------------------------------------------------------------ RgbwColor(const RgbColor& color) : R(color.R), G(color.G), B(color.B), W(0) { }; // ------------------------------------------------------------------------ // Construct a RgbwColor using HtmlColor // ------------------------------------------------------------------------ RgbwColor(const HtmlColor& color); // ------------------------------------------------------------------------ // Construct a RgbwColor using HslColor // ------------------------------------------------------------------------ RgbwColor(const HslColor& color); // ------------------------------------------------------------------------ // Construct a RgbwColor using HsbColor // ------------------------------------------------------------------------ RgbwColor(const HsbColor& color); // ------------------------------------------------------------------------ // Construct a RgbwColor that will have its values set in latter operations // CAUTION: The R,G,B, W members are not initialized and may not be consistent // ------------------------------------------------------------------------ RgbwColor() { }; // ------------------------------------------------------------------------ // Comparison operators // ------------------------------------------------------------------------ bool operator==(const RgbwColor& other) const { return (R == other.R && G == other.G && B == other.B && W == other.W); }; bool operator!=(const RgbwColor& other) const { return !(*this == other); }; // ------------------------------------------------------------------------ // Returns if the color is grey, all values are equal other than white // ------------------------------------------------------------------------ bool IsMonotone() const { return (R == B && R == G); }; // ------------------------------------------------------------------------ // Returns if the color components are all zero, the white component maybe // anything // ------------------------------------------------------------------------ bool IsColorLess() const { return (R == 0 && B == 0 && G == 0); }; // ------------------------------------------------------------------------ // CalculateBrightness will calculate the overall brightness // NOTE: This is a simple linear brightness // ------------------------------------------------------------------------ uint8_t CalculateBrightness() const; // ------------------------------------------------------------------------ // Dim will return a new color that is blended to black with the given ratio // ratio - (0-255) where 255 will return the original color and 0 will return black // // NOTE: This is a simple linear blend // ------------------------------------------------------------------------ RgbwColor Dim(uint8_t ratio) const; // ------------------------------------------------------------------------ // Brighten will return a new color that is blended to white with the given ratio // ratio - (0-255) where 255 will return the original color and 0 will return white // // NOTE: This is a simple linear blend // ------------------------------------------------------------------------ RgbwColor Brighten(uint8_t ratio) const; // ------------------------------------------------------------------------ // Darken will adjust the color by the given delta toward black // NOTE: This is a simple linear change // delta - (0-255) the amount to dim the color // ------------------------------------------------------------------------ void Darken(uint8_t delta); // ------------------------------------------------------------------------ // Lighten will adjust the color by the given delta toward white // NOTE: This is a simple linear change // delta - (0-255) the amount to lighten the color // ------------------------------------------------------------------------ void Lighten(uint8_t delta); // ------------------------------------------------------------------------ // LinearBlend between two colors by the amount defined by progress variable // left - the color to start the blend at // right - the color to end the blend at // progress - (0.0 - 1.0) value where 0 will return left and 1.0 will return right // and a value between will blend the color weighted linearly between them // ------------------------------------------------------------------------ static RgbwColor LinearBlend(const RgbwColor& left, const RgbwColor& right, float progress); // ------------------------------------------------------------------------ // BilinearBlend between four colors by the amount defined by 2d variable // c00 - upper left quadrant color // c01 - upper right quadrant color // c10 - lower left quadrant color // c11 - lower right quadrant color // x - unit value (0.0 - 1.0) that defines the blend progress in horizontal space // y - unit value (0.0 - 1.0) that defines the blend progress in vertical space // ------------------------------------------------------------------------ static RgbwColor BilinearBlend(const RgbwColor& c00, const RgbwColor& c01, const RgbwColor& c10, const RgbwColor& c11, float x, float y); uint16_t CalcTotalTenthMilliAmpere(const SettingsObject& settings) { auto total = 0; total += R * settings.RedTenthMilliAmpere / 255; total += G * settings.GreenTenthMilliAmpere / 255; total += B * settings.BlueTenthMilliAmpere / 255; total += W * settings.WhiteCurrent / 255; return total; } // ------------------------------------------------------------------------ // Red, Green, Blue, White color members (0-255) where // (0,0,0,0) is black and (255,255,255, 0) and (0,0,0,255) is white // Note (255,255,255,255) is extreme bright white // ------------------------------------------------------------------------ uint8_t R; uint8_t G; uint8_t B; uint8_t W; private: inline static uint8_t _elementDim(uint8_t value, uint8_t ratio) { return (value * (ratio + 1)) >> 8; } inline static uint8_t _elementBrighten(uint8_t value, uint8_t ratio) { uint16_t element = (value << 8) / (ratio + 1); if (element > 255) { element = 255; } return element; } };