mirror of
https://github.com/ddnet/ddnet.git
synced 2024-11-10 18:18:18 +00:00
168 lines
2.7 KiB
C
168 lines
2.7 KiB
C
|
|
#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(min(rgb.r, rgb.g), rgb.b);
|
|
float h_max = max(max(rgb.r, rgb.g), rgb.b);
|
|
|
|
float hue = 0.0f;
|
|
|
|
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;
|
|
|
|
return hue;
|
|
}
|
|
|
|
/*
|
|
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);
|
|
}
|
|
|
|
/*
|
|
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;
|
|
}
|
|
|
|
#endif
|