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git-subtree-dir: external/glm git-subtree-split: bf71a834948186f4097caa076cd2663c69a10e1e
142 lines
3.1 KiB
C++
142 lines
3.1 KiB
C++
/// @ref gtx_color_space
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namespace glm
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{
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template<typename T, qualifier Q>
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GLM_FUNC_QUALIFIER vec<3, T, Q> rgbColor(const vec<3, T, Q>& hsvColor)
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{
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vec<3, T, Q> hsv = hsvColor;
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vec<3, T, Q> rgbColor;
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if(hsv.y == static_cast<T>(0))
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// achromatic (grey)
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rgbColor = vec<3, T, Q>(hsv.z);
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else
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{
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T sector = floor(hsv.x * (T(1) / T(60)));
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T frac = (hsv.x * (T(1) / T(60))) - sector;
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// factorial part of h
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T o = hsv.z * (T(1) - hsv.y);
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T p = hsv.z * (T(1) - hsv.y * frac);
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T q = hsv.z * (T(1) - hsv.y * (T(1) - frac));
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switch(int(sector))
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{
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default:
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case 0:
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rgbColor.r = hsv.z;
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rgbColor.g = q;
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rgbColor.b = o;
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break;
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case 1:
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rgbColor.r = p;
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rgbColor.g = hsv.z;
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rgbColor.b = o;
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break;
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case 2:
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rgbColor.r = o;
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rgbColor.g = hsv.z;
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rgbColor.b = q;
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break;
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case 3:
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rgbColor.r = o;
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rgbColor.g = p;
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rgbColor.b = hsv.z;
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break;
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case 4:
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rgbColor.r = q;
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rgbColor.g = o;
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rgbColor.b = hsv.z;
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break;
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case 5:
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rgbColor.r = hsv.z;
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rgbColor.g = o;
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rgbColor.b = p;
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break;
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}
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}
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return rgbColor;
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}
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template<typename T, qualifier Q>
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GLM_FUNC_QUALIFIER vec<3, T, Q> hsvColor(const vec<3, T, Q>& rgbColor)
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{
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vec<3, T, Q> hsv = rgbColor;
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float Min = min(min(rgbColor.r, rgbColor.g), rgbColor.b);
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float Max = max(max(rgbColor.r, rgbColor.g), rgbColor.b);
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float Delta = Max - Min;
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hsv.z = Max;
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if(Max != static_cast<T>(0))
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{
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hsv.y = Delta / hsv.z;
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T h = static_cast<T>(0);
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if(rgbColor.r == Max)
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// between yellow & magenta
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h = static_cast<T>(0) + T(60) * (rgbColor.g - rgbColor.b) / Delta;
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else if(rgbColor.g == Max)
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// between cyan & yellow
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h = static_cast<T>(120) + T(60) * (rgbColor.b - rgbColor.r) / Delta;
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else
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// between magenta & cyan
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h = static_cast<T>(240) + T(60) * (rgbColor.r - rgbColor.g) / Delta;
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if(h < T(0))
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hsv.x = h + T(360);
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else
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hsv.x = h;
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}
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else
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{
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// If r = g = b = 0 then s = 0, h is undefined
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hsv.y = static_cast<T>(0);
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hsv.x = static_cast<T>(0);
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}
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return hsv;
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}
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template<typename T>
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GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> saturation(T const s)
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{
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vec<3, T, defaultp> rgbw = vec<3, T, defaultp>(T(0.2126), T(0.7152), T(0.0722));
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vec<3, T, defaultp> const col((T(1) - s) * rgbw);
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mat<4, 4, T, defaultp> result(T(1));
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result[0][0] = col.x + s;
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result[0][1] = col.x;
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result[0][2] = col.x;
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result[1][0] = col.y;
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result[1][1] = col.y + s;
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result[1][2] = col.y;
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result[2][0] = col.z;
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result[2][1] = col.z;
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result[2][2] = col.z + s;
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return result;
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}
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template<typename T, qualifier Q>
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GLM_FUNC_QUALIFIER vec<3, T, Q> saturation(const T s, const vec<3, T, Q>& color)
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{
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return vec<3, T, Q>(saturation(s) * vec<4, T, Q>(color, T(0)));
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}
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template<typename T, qualifier Q>
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GLM_FUNC_QUALIFIER vec<4, T, Q> saturation(const T s, const vec<4, T, Q>& color)
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{
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return saturation(s) * color;
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}
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template<typename T, qualifier Q>
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GLM_FUNC_QUALIFIER T luminosity(const vec<3, T, Q>& color)
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{
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const vec<3, T, Q> tmp = vec<3, T, Q>(0.33, 0.59, 0.11);
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return dot(color, tmp);
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}
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}//namespace glm
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