zeus/src/CColor.cpp

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#include "CColor.hpp"
namespace Zeus
{
const CColor CColor::skRed (0xFF0000FFul);
const CColor CColor::skBlack (0x000000FFul);
const CColor CColor::skBlue (0x0000FFFFul);
const CColor CColor::skGreen (0x00FF00FFul);
const CColor CColor::skGrey (0x808080FFul);
const CColor CColor::skOrange(0xFF7000FFul);
const CColor CColor::skPurple(0xA000FFFFul);
const CColor CColor::skYellow(0xFFFF00FFul);
const CColor CColor::skWhite (0xFFFFFFFFul);
float hueToRgb(float p, float q, float t)
{
if (t < 0.0f)
t += 1.0f;
if (t > 1.0f)
t -= 1.0f;
if (t < 1.f/6.f)
return p + (q - p) * 6.f * t;
if (t < 1.f/2.f)
return q;
if (t < 2.f/3.f)
return p + (q - p) * (2.f/3.f - t) * 6.f;
return p;
}
void CColor::fromHSV(float h, float s, float v, float _a)
{
int i = int(h * 6);
float f = h * 6 - i;
float p = v * (1 - s);
float q = v * (1 - f * s);
float t = v * (1 - (1 - f) * s);
float _r, _g, _b;
switch(i % 6)
{
case 0: _r = v, _g = t, _b = p; break;
case 1: _r = q, _g = v, _b = p; break;
case 2: _r = p, _g = v, _b = t; break;
case 3: _r = p, _g = q, _b = v; break;
case 4: _r = t, _g = p, _b = v; break;
case 5: _r = v, _g = p, _b = q; break;
}
r = _r * 255;
g = _g * 255;
b = _b * 255;
a = _a * 255;
}
void CColor::toHSV(float &h, float &s, float &v) const
{
float rf = r/255.f;
float gf = g/255.f;
float bf = b/255.f;
float min = Math::min(rf, Math::min(gf, bf));
float max = Math::max(rf, Math::max(gf, bf));
v = max;
float delta = max - min;
s = max == 0 ? 0 : delta / max;
if (max == min)
h = 0;
else
{
if (max == rf)
h = (gf - bf) / delta + (gf < bf ? 6 : 0);
else if (max == gf)
h = (bf - rf) / delta + 2;
else if (max == bf)
h = (rf - gf) / delta + 4;
h /= 6;
}
}
void CColor::fromHSL(float h, float s, float l, float _a)
{
float _r, _g, _b;
if (s == 0.0f)
r = g = b = l;
else
{
const float q = l < 0.5f ? l * (1.f + s) : l + s - 1.f * s;
const float p = 2 * l - q;
_r = hueToRgb(p, q, h + 1.f/3);
_g = hueToRgb(p, q, h);
_b = hueToRgb(p, q, h - 1.f/3);
}
r = _r * 255.f;
g = _g * 255.f;
b = _b * 255.f;
a = _a * 255.f;
}
void CColor::toHSL(float &h, float &s, float &l)
{
const float rf = r / 255.f;
const float gf = g / 255.f;
const float bf = b / 255.f;
const float min = Math::min(rf, Math::min(gf, bf));
const float max = Math::max(rf, Math::max(gf, bf));
const float d = max - min;
if (max == min)
h = s = 0;
else
{
s = l > 0.5f ? d / (2.f - max - min) : d / (max + min);
if (max == rf)
h = (gf - bf) / d + (gf < bf ? 6.f : 0.f);
else if (max == gf)
h = (bf - rf) / d + 2.f;
else if (max == bf)
h = (rf - gf) / d + 4.f;
h /= 6;
}
}
}