#include "CColor.hpp" #include "CVector4f.hpp" namespace Zeus { const CColor CColor::skRed (Comp32(0xFF0000FFul)); const CColor CColor::skBlack (Comp32(0x000000FFul)); const CColor CColor::skBlue (Comp32(0x0000FFFFul)); const CColor CColor::skGreen (Comp32(0x00FF00FFul)); const CColor CColor::skGrey (Comp32(0x808080FFul)); const CColor CColor::skOrange(Comp32(0xFF7000FFul)); const CColor CColor::skPurple(Comp32(0xA000FFFFul)); const CColor CColor::skYellow(Comp32(0xFFFF00FFul)); const CColor CColor::skWhite (Comp32(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; } CColor::CColor(const CVector4f& other) { r = other.x; g = other.y; b = other.z; a = other.w; } CColor& CColor::operator=(const CVector4f& other) { r = other.x; g = other.y; b = other.z; a = other.w; return *this; } 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; g = _g; b = _b; a = _a; } void CColor::toHSV(float &h, float &s, float &v) const { float min = Math::min(r, Math::min(g, b)); float max = Math::max(r, Math::max(g, b)); v = max; float delta = max - min; s = max == 0 ? 0 : delta / max; if (max == min) h = 0; else { if (max == r) h = (g - b) / delta + (g < b ? 6 : 0); else if (max == g) h = (b - r) / delta + 2; else if (max == b) h = (r - g) / delta + 4; h /= 6; } } void CColor::fromHSL(float h, float s, float l, float _a) { 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); } a = _a; } void CColor::toHSL(float &h, float &s, float &l) { const float min = Math::min(r, Math::min(g, b)); const float max = Math::max(r, Math::max(g, b)); 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 == r) h = (g - b) / d + (g < b ? 6.f : 0.f); else if (max == g) h = (b - r) / d + 2.f; else if (max == b) h = (r - g) / d + 4.f; h /= 6; } } }