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- ///////////////////////////////////////////////////////////////////////////
- //
- // Copyright (c) 2002-2012, Industrial Light & Magic, a division of Lucas
- // Digital Ltd. LLC
- //
- // All rights reserved.
- //
- // Redistribution and use in source and binary forms, with or without
- // modification, are permitted provided that the following conditions are
- // met:
- // * Redistributions of source code must retain the above copyright
- // notice, this list of conditions and the following disclaimer.
- // * Redistributions in binary form must reproduce the above
- // copyright notice, this list of conditions and the following disclaimer
- // in the documentation and/or other materials provided with the
- // distribution.
- // * Neither the name of Industrial Light & Magic nor the names of
- // its contributors may be used to endorse or promote products derived
- // from this software without specific prior written permission.
- //
- // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
- // "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
- // LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
- // A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
- // OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
- // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
- // LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
- // DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
- // THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
- // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- //
- ///////////////////////////////////////////////////////////////////////////
- //----------------------------------------------------------------------------
- //
- // Implementation of non-template items declared in ImathColorAlgo.h
- //
- //----------------------------------------------------------------------------
- #include "ImathColorAlgo.h"
- IMATH_INTERNAL_NAMESPACE_SOURCE_ENTER
- Vec3<double>
- hsv2rgb_d(const Vec3<double> &hsv)
- {
- double hue = hsv.x;
- double sat = hsv.y;
- double val = hsv.z;
- double x = 0.0, y = 0.0, z = 0.0;
-
- if (hue == 1) hue = 0;
- else hue *= 6;
- int i = int(Math<double>::floor(hue));
- double f = hue-i;
- double p = val*(1-sat);
- double q = val*(1-(sat*f));
- double t = val*(1-(sat*(1-f)));
- switch (i)
- {
- case 0: x = val; y = t; z = p; break;
- case 1: x = q; y = val; z = p; break;
- case 2: x = p; y = val; z = t; break;
- case 3: x = p; y = q; z = val; break;
- case 4: x = t; y = p; z = val; break;
- case 5: x = val; y = p; z = q; break;
- }
- return Vec3<double>(x,y,z);
- }
- Color4<double>
- hsv2rgb_d(const Color4<double> &hsv)
- {
- double hue = hsv.r;
- double sat = hsv.g;
- double val = hsv.b;
- double r = 0.0, g = 0.0, b = 0.0;
-
- if (hue == 1) hue = 0;
- else hue *= 6;
- int i = int(Math<double>::floor(hue));
- double f = hue-i;
- double p = val*(1-sat);
- double q = val*(1-(sat*f));
- double t = val*(1-(sat*(1-f)));
- switch (i)
- {
- case 0: r = val; g = t; b = p; break;
- case 1: r = q; g = val; b = p; break;
- case 2: r = p; g = val; b = t; break;
- case 3: r = p; g = q; b = val; break;
- case 4: r = t; g = p; b = val; break;
- case 5: r = val; g = p; b = q; break;
- }
- return Color4<double>(r,g,b,hsv.a);
- }
- Vec3<double>
- rgb2hsv_d(const Vec3<double> &c)
- {
- const double &x = c.x;
- const double &y = c.y;
- const double &z = c.z;
- double max = (x > y) ? ((x > z) ? x : z) : ((y > z) ? y : z);
- double min = (x < y) ? ((x < z) ? x : z) : ((y < z) ? y : z);
- double range = max - min;
- double val = max;
- double sat = 0;
- double hue = 0;
-
- if (max != 0) sat = range/max;
-
- if (sat != 0)
- {
- double h;
-
- if (x == max) h = (y - z) / range;
- else if (y == max) h = 2 + (z - x) / range;
- else h = 4 + (x - y) / range;
- hue = h/6.;
-
- if (hue < 0.)
- hue += 1.0;
- }
- return Vec3<double>(hue,sat,val);
- }
- Color4<double>
- rgb2hsv_d(const Color4<double> &c)
- {
- const double &r = c.r;
- const double &g = c.g;
- const double &b = c.b;
- double max = (r > g) ? ((r > b) ? r : b) : ((g > b) ? g : b);
- double min = (r < g) ? ((r < b) ? r : b) : ((g < b) ? g : b);
- double range = max - min;
- double val = max;
- double sat = 0;
- double hue = 0;
-
- if (max != 0) sat = range/max;
-
- if (sat != 0)
- {
- double h;
-
- if (r == max) h = (g - b) / range;
- else if (g == max) h = 2 + (b - r) / range;
- else h = 4 + (r - g) / range;
- hue = h/6.;
-
- if (hue < 0.)
- hue += 1.0;
- }
- return Color4<double>(hue,sat,val,c.a);
- }
- IMATH_INTERNAL_NAMESPACE_SOURCE_EXIT
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