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-rw-r--r--src/include/glm/gtx/color_space.inl141
1 files changed, 141 insertions, 0 deletions
diff --git a/src/include/glm/gtx/color_space.inl b/src/include/glm/gtx/color_space.inl
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+/// @ref gtx_color_space
+
+namespace glm
+{
+ template<typename T, qualifier Q>
+ GLM_FUNC_QUALIFIER vec<3, T, Q> rgbColor(const vec<3, T, Q>& hsvColor)
+ {
+ vec<3, T, Q> hsv = hsvColor;
+ vec<3, T, Q> rgbColor;
+
+ if(hsv.y == static_cast<T>(0))
+ // achromatic (grey)
+ rgbColor = vec<3, T, Q>(hsv.z);
+ else
+ {
+ T sector = floor(hsv.x * (T(1) / T(60)));
+ T frac = (hsv.x * (T(1) / T(60))) - sector;
+ // factorial part of h
+ T o = hsv.z * (T(1) - hsv.y);
+ T p = hsv.z * (T(1) - hsv.y * frac);
+ T q = hsv.z * (T(1) - hsv.y * (T(1) - frac));
+
+ switch(int(sector))
+ {
+ default:
+ case 0:
+ rgbColor.r = hsv.z;
+ rgbColor.g = q;
+ rgbColor.b = o;
+ break;
+ case 1:
+ rgbColor.r = p;
+ rgbColor.g = hsv.z;
+ rgbColor.b = o;
+ break;
+ case 2:
+ rgbColor.r = o;
+ rgbColor.g = hsv.z;
+ rgbColor.b = q;
+ break;
+ case 3:
+ rgbColor.r = o;
+ rgbColor.g = p;
+ rgbColor.b = hsv.z;
+ break;
+ case 4:
+ rgbColor.r = q;
+ rgbColor.g = o;
+ rgbColor.b = hsv.z;
+ break;
+ case 5:
+ rgbColor.r = hsv.z;
+ rgbColor.g = o;
+ rgbColor.b = p;
+ break;
+ }
+ }
+
+ return rgbColor;
+ }
+
+ template<typename T, qualifier Q>
+ GLM_FUNC_QUALIFIER vec<3, T, Q> hsvColor(const vec<3, T, Q>& rgbColor)
+ {
+ vec<3, T, Q> hsv = rgbColor;
+ float Min = min(min(rgbColor.r, rgbColor.g), rgbColor.b);
+ float Max = max(max(rgbColor.r, rgbColor.g), rgbColor.b);
+ float Delta = Max - Min;
+
+ hsv.z = Max;
+
+ if(Max != static_cast<T>(0))
+ {
+ hsv.y = Delta / hsv.z;
+ T h = static_cast<T>(0);
+
+ if(rgbColor.r == Max)
+ // between yellow & magenta
+ h = static_cast<T>(0) + T(60) * (rgbColor.g - rgbColor.b) / Delta;
+ else if(rgbColor.g == Max)
+ // between cyan & yellow
+ h = static_cast<T>(120) + T(60) * (rgbColor.b - rgbColor.r) / Delta;
+ else
+ // between magenta & cyan
+ h = static_cast<T>(240) + T(60) * (rgbColor.r - rgbColor.g) / Delta;
+
+ if(h < T(0))
+ hsv.x = h + T(360);
+ else
+ hsv.x = h;
+ }
+ else
+ {
+ // If r = g = b = 0 then s = 0, h is undefined
+ hsv.y = static_cast<T>(0);
+ hsv.x = static_cast<T>(0);
+ }
+
+ return hsv;
+ }
+
+ template<typename T>
+ GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> saturation(T const s)
+ {
+ vec<3, T, defaultp> rgbw = vec<3, T, defaultp>(T(0.2126), T(0.7152), T(0.0722));
+
+ vec<3, T, defaultp> const col((T(1) - s) * rgbw);
+
+ mat<4, 4, T, defaultp> result(T(1));
+ result[0][0] = col.x + s;
+ result[0][1] = col.x;
+ result[0][2] = col.x;
+ result[1][0] = col.y;
+ result[1][1] = col.y + s;
+ result[1][2] = col.y;
+ result[2][0] = col.z;
+ result[2][1] = col.z;
+ result[2][2] = col.z + s;
+
+ return result;
+ }
+
+ template<typename T, qualifier Q>
+ GLM_FUNC_QUALIFIER vec<3, T, Q> saturation(const T s, const vec<3, T, Q>& color)
+ {
+ return vec<3, T, Q>(saturation(s) * vec<4, T, Q>(color, T(0)));
+ }
+
+ template<typename T, qualifier Q>
+ GLM_FUNC_QUALIFIER vec<4, T, Q> saturation(const T s, const vec<4, T, Q>& color)
+ {
+ return saturation(s) * color;
+ }
+
+ template<typename T, qualifier Q>
+ GLM_FUNC_QUALIFIER T luminosity(const vec<3, T, Q>& color)
+ {
+ const vec<3, T, Q> tmp = vec<3, T, Q>(0.33, 0.59, 0.11);
+ return dot(color, tmp);
+ }
+}//namespace glm