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