reactphysics3d/testbed/nanogui/src/colorwheel.cpp

325 lines
8.9 KiB
C++

/*
src/colorwheel.cpp -- fancy analog widget to select a color value
This widget was contributed by Dmitriy Morozov.
NanoGUI was developed by Wenzel Jakob <wenzel@inf.ethz.ch>.
The widget drawing code is based on the NanoVG demo application
by Mikko Mononen.
All rights reserved. Use of this source code is governed by a
BSD-style license that can be found in the LICENSE.txt file.
*/
#include <nanogui/colorwheel.h>
#include <nanogui/theme.h>
#include <nanogui/opengl.h>
#include <nanogui/serializer/core.h>
#include <Eigen/QR>
#include <Eigen/Geometry>
NAMESPACE_BEGIN(nanogui)
ColorWheel::ColorWheel(Widget *parent, const Color& rgb)
: Widget(parent), mDragRegion(None) {
setColor(rgb);
}
Vector2i ColorWheel::preferredSize(NVGcontext *) const {
return { 100, 100. };
}
void ColorWheel::draw(NVGcontext *ctx) {
Widget::draw(ctx);
if (!mVisible)
return;
float x = mPos.x(),
y = mPos.y(),
w = mSize.x(),
h = mSize.y();
NVGcontext* vg = ctx;
int i;
float r0, r1, ax,ay, bx,by, cx,cy, aeps, r;
float hue = mHue;
NVGpaint paint;
nvgSave(vg);
cx = x + w*0.5f;
cy = y + h*0.5f;
r1 = (w < h ? w : h) * 0.5f - 5.0f;
r0 = r1 * .75f;
aeps = 0.5f / r1; // half a pixel arc length in radians (2pi cancels out).
for (i = 0; i < 6; i++) {
float a0 = (float)i / 6.0f * NVG_PI * 2.0f - aeps;
float a1 = (float)(i+1.0f) / 6.0f * NVG_PI * 2.0f + aeps;
nvgBeginPath(vg);
nvgArc(vg, cx,cy, r0, a0, a1, NVG_CW);
nvgArc(vg, cx,cy, r1, a1, a0, NVG_CCW);
nvgClosePath(vg);
ax = cx + cosf(a0) * (r0+r1)*0.5f;
ay = cy + sinf(a0) * (r0+r1)*0.5f;
bx = cx + cosf(a1) * (r0+r1)*0.5f;
by = cy + sinf(a1) * (r0+r1)*0.5f;
paint = nvgLinearGradient(vg, ax, ay, bx, by,
nvgHSLA(a0 / (NVG_PI * 2), 1.0f, 0.55f, 255),
nvgHSLA(a1 / (NVG_PI * 2), 1.0f, 0.55f, 255));
nvgFillPaint(vg, paint);
nvgFill(vg);
}
nvgBeginPath(vg);
nvgCircle(vg, cx,cy, r0-0.5f);
nvgCircle(vg, cx,cy, r1+0.5f);
nvgStrokeColor(vg, nvgRGBA(0,0,0,64));
nvgStrokeWidth(vg, 1.0f);
nvgStroke(vg);
// Selector
nvgSave(vg);
nvgTranslate(vg, cx,cy);
nvgRotate(vg, hue*NVG_PI*2);
// Marker on
float u = std::max(r1/50, 1.5f);
u = std::min(u, 4.f);
nvgStrokeWidth(vg, u);
nvgBeginPath(vg);
nvgRect(vg, r0-1,-2*u,r1-r0+2,4*u);
nvgStrokeColor(vg, nvgRGBA(255,255,255,192));
nvgStroke(vg);
paint = nvgBoxGradient(vg, r0-3,-5,r1-r0+6,10, 2,4, nvgRGBA(0,0,0,128), nvgRGBA(0,0,0,0));
nvgBeginPath(vg);
nvgRect(vg, r0-2-10,-4-10,r1-r0+4+20,8+20);
nvgRect(vg, r0-2,-4,r1-r0+4,8);
nvgPathWinding(vg, NVG_HOLE);
nvgFillPaint(vg, paint);
nvgFill(vg);
// Center triangle
r = r0 - 6;
ax = cosf(120.0f/180.0f*NVG_PI) * r;
ay = sinf(120.0f/180.0f*NVG_PI) * r;
bx = cosf(-120.0f/180.0f*NVG_PI) * r;
by = sinf(-120.0f/180.0f*NVG_PI) * r;
nvgBeginPath(vg);
nvgMoveTo(vg, r,0);
nvgLineTo(vg, ax, ay);
nvgLineTo(vg, bx, by);
nvgClosePath(vg);
paint = nvgLinearGradient(vg, r, 0, ax, ay, nvgHSLA(hue, 1.0f, 0.5f, 255),
nvgRGBA(255, 255, 255, 255));
nvgFillPaint(vg, paint);
nvgFill(vg);
paint = nvgLinearGradient(vg, (r + ax) * 0.5f, (0 + ay) * 0.5f, bx, by,
nvgRGBA(0, 0, 0, 0), nvgRGBA(0, 0, 0, 255));
nvgFillPaint(vg, paint);
nvgFill(vg);
nvgStrokeColor(vg, nvgRGBA(0, 0, 0, 64));
nvgStroke(vg);
// Select circle on triangle
float sx = r*(1 - mWhite - mBlack) + ax*mWhite + bx*mBlack;
float sy = ay*mWhite + by*mBlack;
nvgStrokeWidth(vg, u);
nvgBeginPath(vg);
nvgCircle(vg, sx,sy,2*u);
nvgStrokeColor(vg, nvgRGBA(255,255,255,192));
nvgStroke(vg);
nvgRestore(vg);
nvgRestore(vg);
}
bool ColorWheel::mouseButtonEvent(const Vector2i &p, int button, bool down,
int modifiers) {
Widget::mouseButtonEvent(p, button, down, modifiers);
if (!mEnabled || button != GLFW_MOUSE_BUTTON_1)
return false;
if (down) {
mDragRegion = adjustPosition(p);
return mDragRegion != None;
} else {
mDragRegion = None;
return true;
}
}
bool ColorWheel::mouseDragEvent(const Vector2i &p, const Vector2i &,
int, int) {
return adjustPosition(p, mDragRegion) != None;
}
ColorWheel::Region ColorWheel::adjustPosition(const Vector2i &p, Region consideredRegions) {
float x = p.x() - mPos.x(),
y = p.y() - mPos.y(),
w = mSize.x(),
h = mSize.y();
float cx = w*0.5f;
float cy = h*0.5f;
float r1 = (w < h ? w : h) * 0.5f - 5.0f;
float r0 = r1 * .75f;
x -= cx;
y -= cy;
float mr = std::sqrt(x*x + y*y);
if ((consideredRegions & OuterCircle) &&
((mr >= r0 && mr <= r1) || (consideredRegions == OuterCircle))) {
if (!(consideredRegions & OuterCircle))
return None;
mHue = std::atan(y / x);
if (x < 0)
mHue += NVG_PI;
mHue /= 2*NVG_PI;
if (mCallback)
mCallback(color());
return OuterCircle;
}
float r = r0 - 6;
float ax = std::cos( 120.0f/180.0f*NVG_PI) * r;
float ay = std::sin( 120.0f/180.0f*NVG_PI) * r;
float bx = std::cos(-120.0f/180.0f*NVG_PI) * r;
float by = std::sin(-120.0f/180.0f*NVG_PI) * r;
typedef Eigen::Matrix<float,2,2> Matrix2f;
Eigen::Matrix<float, 2, 3> triangle;
triangle << ax,bx,r,
ay,by,0;
triangle = Eigen::Rotation2D<float>(mHue * 2 * NVG_PI).matrix() * triangle;
Matrix2f T;
T << triangle(0,0) - triangle(0,2), triangle(0,1) - triangle(0,2),
triangle(1,0) - triangle(1,2), triangle(1,1) - triangle(1,2);
Vector2f pos { x - triangle(0,2), y - triangle(1,2) };
Vector2f bary = T.colPivHouseholderQr().solve(pos);
float l0 = bary[0], l1 = bary[1], l2 = 1 - l0 - l1;
bool triangleTest = l0 >= 0 && l0 <= 1.f && l1 >= 0.f && l1 <= 1.f &&
l2 >= 0.f && l2 <= 1.f;
if ((consideredRegions & InnerTriangle) &&
(triangleTest || consideredRegions == InnerTriangle)) {
if (!(consideredRegions & InnerTriangle))
return None;
l0 = std::min(std::max(0.f, l0), 1.f);
l1 = std::min(std::max(0.f, l1), 1.f);
l2 = std::min(std::max(0.f, l2), 1.f);
float sum = l0 + l1 + l2;
l0 /= sum;
l1 /= sum;
mWhite = l0;
mBlack = l1;
if (mCallback)
mCallback(color());
return InnerTriangle;
}
return None;
}
Color ColorWheel::hue2rgb(float h) const {
float s = 1., v = 1.;
if (h < 0) h += 1;
int i = int(h * 6);
float f = h * 6 - i;
float p = v * (1 - s);
float q = v * (1 - f * s);
float t = v * (1 - (1 - f) * s);
float r = 0, g = 0, b = 0;
switch (i % 6) {
case 0: r = v, g = t, b = p; break;
case 1: r = q, g = v, b = p; break;
case 2: r = p, g = v, b = t; break;
case 3: r = p, g = q, b = v; break;
case 4: r = t, g = p, b = v; break;
case 5: r = v, g = p, b = q; break;
}
return { r, g, b, 1.f };
}
Color ColorWheel::color() const {
Color rgb = hue2rgb(mHue);
Color black { 0.f, 0.f, 0.f, 1.f };
Color white { 1.f, 1.f, 1.f, 1.f };
return rgb * (1 - mWhite - mBlack) + black * mBlack + white * mWhite;
}
void ColorWheel::setColor(const Color &rgb) {
float r = rgb[0], g = rgb[1], b = rgb[2];
float max = std::max({ r, g, b });
float min = std::min({ r, g, b });
float l = (max + min) / 2;
if (max == min) {
mHue = 0.;
mBlack = 1. - l;
mWhite = l;
} else {
float d = max - min, h;
/* float s = l > 0.5 ? d / (2 - max - min) : d / (max + min); */
if (max == r)
h = (g - b) / d + (g < b ? 6 : 0);
else if (max == g)
h = (b - r) / d + 2;
else
h = (r - g) / d + 4;
h /= 6;
mHue = h;
Eigen::Matrix<float, 4, 3> M;
M.topLeftCorner<3, 1>() = hue2rgb(h).head<3>();
M(3, 0) = 1.;
M.col(1) = Vector4f{ 0., 0., 0., 1. };
M.col(2) = Vector4f{ 1., 1., 1., 1. };
Vector4f rgb4{ rgb[0], rgb[1], rgb[2], 1. };
Vector3f bary = M.colPivHouseholderQr().solve(rgb4);
mBlack = bary[1];
mWhite = bary[2];
}
}
void ColorWheel::save(Serializer &s) const {
Widget::save(s);
s.set("hue", mHue);
s.set("white", mWhite);
s.set("black", mBlack);
}
bool ColorWheel::load(Serializer &s) {
if (!Widget::load(s)) return false;
if (!s.get("hue", mHue)) return false;
if (!s.get("white", mWhite)) return false;
if (!s.get("black", mBlack)) return false;
mDragRegion = Region::None;
return true;
}
NAMESPACE_END(nanogui)