2015-08-17 12:10:08 +00:00
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#ifndef BASE_COLOR_H
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#define BASE_COLOR_H
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#include "math.h"
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#include "vmath.h"
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/*
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Title: Color handling
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*/
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/*
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Function: HueToRgb
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Converts Hue to RGB
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*/
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inline float HueToRgb(float v1, float v2, float h)
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{
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if(h < 0.0f) h += 1;
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if(h > 1.0f) h -= 1;
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if((6.0f * h) < 1.0f) return v1 + (v2 - v1) * 6.0f * h;
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if((2.0f * h) < 1.0f) return v2;
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if((3.0f * h) < 2.0f) return v1 + (v2 - v1) * ((2.0f/3.0f) - h) * 6.0f;
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return v1;
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}
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inline float RgbToHue(vec3 rgb)
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{
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2019-04-21 16:20:53 +00:00
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float h_min = min(rgb.r, rgb.g, rgb.b);
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float h_max = max(rgb.r, rgb.g, rgb.b);
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2015-08-17 12:10:08 +00:00
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float hue = 0.0f;
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2019-04-21 16:20:53 +00:00
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if(h_max != h_min)
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{
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float c = h_max - h_min;
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if(h_max == rgb.r)
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hue = (rgb.g - rgb.b) / c + (rgb.g < rgb.b ? 6 : 0);
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else if(h_max == rgb.g)
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hue = (rgb.b - rgb.r) / c + 2;
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else
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hue = (rgb.r - rgb.g) / c + 4;
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}
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2015-08-17 12:10:08 +00:00
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2019-04-21 16:20:53 +00:00
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return hue / 6.0f;
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2015-08-17 12:10:08 +00:00
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}
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/*
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Function: HslToRgb
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Converts HSL to RGB
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*/
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inline vec3 HslToRgb(vec3 HSL)
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{
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if(HSL.s == 0.0f)
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return vec3(HSL.l, HSL.l, HSL.l);
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else
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{
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float v2 = HSL.l < 0.5f ? HSL.l * (1.0f + HSL.s) : (HSL.l+HSL.s) - (HSL.s*HSL.l);
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float v1 = 2.0f * HSL.l - v2;
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return vec3(HueToRgb(v1, v2, HSL.h + (1.0f/3.0f)), HueToRgb(v1, v2, HSL.h), HueToRgb(v1, v2, HSL.h - (1.0f/3.0f)));
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}
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}
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inline vec3 HsvToRgb(vec3 hsv)
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{
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int h = int(hsv.x * 6.0f);
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float f = hsv.x * 6.0f - h;
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float p = hsv.z * (1.0f - hsv.y);
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float q = hsv.z * (1.0f - hsv.y * f);
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float t = hsv.z * (1.0f - hsv.y * (1.0f - f));
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vec3 rgb = vec3(0.0f, 0.0f, 0.0f);
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switch(h % 6)
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{
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case 0:
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rgb.r = hsv.z;
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rgb.g = t;
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rgb.b = p;
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break;
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case 1:
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rgb.r = q;
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rgb.g = hsv.z;
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rgb.b = p;
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break;
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case 2:
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rgb.r = p;
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rgb.g = hsv.z;
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rgb.b = t;
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break;
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case 3:
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rgb.r = p;
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rgb.g = q;
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rgb.b = hsv.z;
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break;
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case 4:
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rgb.r = t;
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rgb.g = p;
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rgb.b = hsv.z;
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break;
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case 5:
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rgb.r = hsv.z;
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rgb.g = p;
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rgb.b = q;
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break;
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}
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return rgb;
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}
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inline vec3 RgbToHsv(vec3 rgb)
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{
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float h_min = min(min(rgb.r, rgb.g), rgb.b);
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float h_max = max(max(rgb.r, rgb.g), rgb.b);
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// hue
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float hue = 0.0f;
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if(h_max == h_min)
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hue = 0.0f;
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else if(h_max == rgb.r)
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hue = (rgb.g-rgb.b) / (h_max-h_min);
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else if(h_max == rgb.g)
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hue = 2.0f + (rgb.b-rgb.r) / (h_max-h_min);
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else
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hue = 4.0f + (rgb.r-rgb.g) / (h_max-h_min);
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hue /= 6.0f;
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if(hue < 0.0f)
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hue += 1.0f;
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// saturation
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float s = 0.0f;
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if(h_max != 0.0f)
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s = (h_max - h_min)/h_max;
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// lightness
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float l = h_max;
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return vec3(hue, s, l);
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}
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2019-04-21 16:20:53 +00:00
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inline vec3 RgbToHsl(vec3 rgb)
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{
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float Min = min(rgb.r, rgb.g, rgb.b);
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float Max = max(rgb.r, rgb.g, rgb.b);
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float c = Max - Min;
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float h = RgbToHue(rgb);
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float l = 0.5f * (Max + Min);
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float s = (l != 1.0f && l != 0.0f) ? (c/(1 - (absolute(2 * l - 1)))) : 0;
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return vec3(h, s, l);
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}
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2015-08-17 12:10:08 +00:00
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/*
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Function: HexToRgba
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Converts Hex to Rgba
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Remarks: Hex should be RGBA8
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*/
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inline vec4 HexToRgba(int hex)
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{
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vec4 c;
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c.r = ((hex >> 24) & 0xFF) / 255.0f;
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c.g = ((hex >> 16) & 0xFF) / 255.0f;
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c.b = ((hex >> 8) & 0xFF) / 255.0f;
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c.a = (hex & 0xFF) / 255.0f;
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return c;
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}
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2019-04-21 16:20:53 +00:00
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inline vec3 UnpackColor(int v)
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{
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return vec3(((v>>16)&0xff)/255.0f, ((v>>8)&0xff)/255.0f, 0.5f+(v&0xff)/255.0f*0.5f);
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}
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inline vec4 Color3to4(vec3 col)
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{
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return vec4(col[0], col[1], col[2], 1.0f);
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}
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2015-08-17 12:10:08 +00:00
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#endif
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