Templated the Lerp color operator to allow use with double...
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@ -39,33 +39,33 @@ namespace vcg {
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template <class T>
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template <class T>
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class Color4 : public Point4<T>
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class Color4 : public Point4<T>
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{
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{
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typedef Point4<T> Base;
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typedef Point4<T> Base;
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public:
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public:
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/// Constant for storing standard colors.
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/// Constant for storing standard colors.
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/// Each color is stored in a simple in so that the bit pattern match with the one of Color4b.
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/// Each color is stored in a simple in so that the bit pattern match with the one of Color4b.
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enum ColorConstant {
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enum ColorConstant {
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Black = 0xff000000,
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Black = 0xff000000,
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Gray = 0xff808080,
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Gray = 0xff808080,
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White = 0xffffffff,
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White = 0xffffffff,
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Red = 0xff0000ff,
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Red = 0xff0000ff,
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Green = 0xff00ff00,
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Green = 0xff00ff00,
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Blue = 0xffff0000,
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Blue = 0xffff0000,
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Cyan = 0xffffff00,
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Cyan = 0xffffff00,
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Yellow = 0xff00ffff,
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Yellow = 0xff00ffff,
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Magenta = 0xffff00ff,
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Magenta = 0xffff00ff,
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LightGray =0xffc0c0c0,
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LightGray =0xffc0c0c0,
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LightRed =0xff8080ff,
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LightRed =0xff8080ff,
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LightGreen =0xff80ff80,
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LightGreen =0xff80ff80,
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LightBlue =0xffff8080,
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LightBlue =0xffff8080,
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DarkGray =0xff404040,
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DarkGray =0xff404040,
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DarkRed =0xff000040,
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DarkRed =0xff000040,
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DarkGreen =0xff004000,
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DarkGreen =0xff004000,
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DarkBlue =0xff400000
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DarkBlue =0xff400000
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};
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};
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inline Color4 ( const T nx, const T ny, const T nz , const T nw ) :Point4<T>(nx,ny,nz,nw) {}
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inline Color4 ( const T nx, const T ny, const T nz , const T nw ) :Point4<T>(nx,ny,nz,nw) {}
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inline Color4 ( const Point4<T> &c) :Point4<T>(c) {}
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inline Color4 ( const Point4<T> &c) :Point4<T>(c) {}
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@ -73,21 +73,21 @@ public:
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inline Color4 (ColorConstant cc);
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inline Color4 (ColorConstant cc);
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template <class Q>
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template <class Q>
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inline void Import(const Color4<Q> & b )
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inline void Import(const Color4<Q> & b )
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{
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{
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(*this)[0] = T(b[0]);
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(*this)[0] = T(b[0]);
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(*this)[1] = T(b[1]);
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(*this)[1] = T(b[1]);
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(*this)[2] = T(b[2]);
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(*this)[2] = T(b[2]);
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(*this)[3] = T(b[3]);
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(*this)[3] = T(b[3]);
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}
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}
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template <class Q>
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template <class Q>
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inline void Import(const Point4<Q> & b )
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inline void Import(const Point4<Q> & b )
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{
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{
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(*this)[0] = T(b[0]);
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(*this)[0] = T(b[0]);
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(*this)[1] = T(b[1]);
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(*this)[1] = T(b[1]);
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(*this)[2] = T(b[2]);
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(*this)[2] = T(b[2]);
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(*this)[3] = T(b[3]);
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(*this)[3] = T(b[3]);
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}
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}
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template <class Q>
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template <class Q>
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@ -100,12 +100,12 @@ public:
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//inline void Import(const Color4<unsigned char> &b);
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//inline void Import(const Color4<unsigned char> &b);
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inline Color4 operator + ( const Color4 & p) const
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inline Color4 operator + ( const Color4 & p) const
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{
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{
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return Color4( (*this)[0]+p.V()[0], (*this)[1]+p.V()[1], (*this)[2]+p.V()[2], (*this)[3]+p.V()[3] );
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return Color4( (*this)[0]+p.V()[0], (*this)[1]+p.V()[1], (*this)[2]+p.V()[2], (*this)[3]+p.V()[3] );
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}
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}
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template <class ScalarInterpType>
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inline void lerp(const Color4 &c0, const Color4 &c1, const float x)
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inline void lerp(const Color4 &c0, const Color4 &c1, const ScalarInterpType x)
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{
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{
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assert(x>=0);
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assert(x>=0);
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assert(x<=1);
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assert(x<=1);
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@ -116,7 +116,8 @@ public:
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(*this)[3]=(T)(c1.V()[3]*x + c0.V()[3]*(1.0f-x));
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(*this)[3]=(T)(c1.V()[3]*x + c0.V()[3]*(1.0f-x));
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}
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}
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inline void lerp(const Color4 &c0, const Color4 &c1, const Color4 &c2, const Point3f &ip)
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template <class ScalarInterpType>
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inline void lerp(const Color4 &c0, const Color4 &c1, const Color4 &c2, const Point3<ScalarInterpType> &ip)
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{
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{
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assert(fabs(ip[0]+ip[1]+ip[2]-1)<0.00001);
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assert(fabs(ip[0]+ip[1]+ip[2]-1)<0.00001);
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@ -204,20 +205,20 @@ inline static Color4 Scatter(int range, int value,float Sat=.3f,float Val=.9f)
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int b, k, m=range;
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int b, k, m=range;
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int r =range;
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int r =range;
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for (b=0, k=1; k<range; k<<=1)
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for (b=0, k=1; k<range; k<<=1)
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if (value<<1>=m) {
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if (value<<1>=m) {
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if (b==0) r = k;
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if (b==0) r = k;
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b += k;
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b += k;
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value -= (m+1)>>1;
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value -= (m+1)>>1;
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m >>= 1;
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m >>= 1;
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}
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}
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else m = (m+1)>>1;
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else m = (m+1)>>1;
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if (r>range-b) r = range-b;
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if (r>range-b) r = range-b;
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//TRACE("Scatter range 0..%i, in %i out %i\n",n,a,b);
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//TRACE("Scatter range 0..%i, in %i out %i\n",n,a,b);
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Color4 rc;
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Color4 rc;
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rc.SetHSVColor(float(b)/float(range),Sat,Val);
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rc.SetHSVColor(float(b)/float(range),Sat,Val);
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return rc;
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return rc;
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}
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}
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inline static Color4 ColorRamp(const float &minf,const float &maxf ,float v )
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inline static Color4 ColorRamp(const float &minf,const float &maxf ,float v )
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@ -272,20 +273,20 @@ template <> template <>
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inline Color4<unsigned char> Color4<unsigned char>::Construct( const Color4<float> & b )
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inline Color4<unsigned char> Color4<unsigned char>::Construct( const Color4<float> & b )
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{
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{
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return Color4<unsigned char>(
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return Color4<unsigned char>(
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(unsigned char)(b[0]*255.0f),
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(unsigned char)(b[0]*255.0f),
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(unsigned char)(b[1]*255.0f),
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(unsigned char)(b[1]*255.0f),
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(unsigned char)(b[2]*255.0f),
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(unsigned char)(b[2]*255.0f),
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(unsigned char)(b[3]*255.0f));
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(unsigned char)(b[3]*255.0f));
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}
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}
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template <> template <>
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template <> template <>
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inline Color4<float> Color4<float>::Construct( const Color4<unsigned char> & b )
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inline Color4<float> Color4<float>::Construct( const Color4<unsigned char> & b )
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{
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{
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return Color4<float>(
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return Color4<float>(
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(float)(b[0])/255.0f,
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(float)(b[0])/255.0f,
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(float)(b[1])/255.0f,
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(float)(b[1])/255.0f,
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(float)(b[2])/255.0f,
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(float)(b[2])/255.0f,
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(float)(b[3])/255.0f);
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(float)(b[3])/255.0f);
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}
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}
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template<>
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template<>
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@ -302,22 +303,22 @@ inline Color4<float>::Color4(Color4<float>::ColorConstant cc)
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inline Color4<float> Clamp(Color4<float> &c)
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inline Color4<float> Clamp(Color4<float> &c)
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{
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{
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c[0]=math::Clamp(c[0],0.0f,1.0f);
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c[0]=math::Clamp(c[0],0.0f,1.0f);
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c[1]=math::Clamp(c[1],0.0f,1.0f);
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c[1]=math::Clamp(c[1],0.0f,1.0f);
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c[2]=math::Clamp(c[2],0.0f,1.0f);
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c[2]=math::Clamp(c[2],0.0f,1.0f);
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c[3]=math::Clamp(c[3],0.0f,1.0f);
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c[3]=math::Clamp(c[3],0.0f,1.0f);
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return c;
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return c;
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}
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}
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template<>
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template<>
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inline Color4<unsigned char> Color4<unsigned char>::operator + ( const Color4<unsigned char> & p) const
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inline Color4<unsigned char> Color4<unsigned char>::operator + ( const Color4<unsigned char> & p) const
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{
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{
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return Color4<unsigned char>(
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return Color4<unsigned char>(
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(unsigned char)(math::Clamp(int((*this)[0])+int(p[0]),0,255)),
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(unsigned char)(math::Clamp(int((*this)[0])+int(p[0]),0,255)),
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(unsigned char)(math::Clamp(int((*this)[1])+int(p[1]),0,255)),
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(unsigned char)(math::Clamp(int((*this)[1])+int(p[1]),0,255)),
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(unsigned char)(math::Clamp(int((*this)[2])+int(p[2]),0,255)),
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(unsigned char)(math::Clamp(int((*this)[2])+int(p[2]),0,255)),
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(unsigned char)(math::Clamp(int((*this)[3])+int(p[3]),0,255))
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(unsigned char)(math::Clamp(int((*this)[3])+int(p[3]),0,255))
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);
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);
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}
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}
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