2012-08-24 22:31:49 +02:00
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///////////////////////////////////////////////////////////////////////////
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//
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// Copyright (c) 2002, Industrial Light & Magic, a division of Lucas
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// Digital Ltd. LLC
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2012-10-17 09:12:04 +02:00
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//
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2012-08-24 22:31:49 +02:00
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// All rights reserved.
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//
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2012-08-24 22:31:49 +02:00
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions are
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// met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above
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// copyright notice, this list of conditions and the following disclaimer
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// in the documentation and/or other materials provided with the
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// distribution.
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// * Neither the name of Industrial Light & Magic nor the names of
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// its contributors may be used to endorse or promote products derived
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2012-10-17 09:12:04 +02:00
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// from this software without specific prior written permission.
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//
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2012-08-24 22:31:49 +02:00
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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///////////////////////////////////////////////////////////////////////////
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//----------------------------------------------------------------------------
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//
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// Implementation of non-template items declared in ImathColorAlgo.h
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//
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//----------------------------------------------------------------------------
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#include "ImathColorAlgo.h"
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namespace Imath {
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Vec3<double>
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hsv2rgb_d(const Vec3<double> &hsv)
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{
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double hue = hsv.x;
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double sat = hsv.y;
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double val = hsv.z;
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double x = 0.0, y = 0.0, z = 0.0;
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if (hue == 1) hue = 0;
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else hue *= 6;
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int i = int(Math<double>::floor(hue));
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double f = hue-i;
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double p = val*(1-sat);
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double q = val*(1-(sat*f));
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double t = val*(1-(sat*(1-f)));
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switch (i)
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{
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case 0: x = val; y = t; z = p; break;
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case 1: x = q; y = val; z = p; break;
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case 2: x = p; y = val; z = t; break;
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case 3: x = p; y = q; z = val; break;
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case 4: x = t; y = p; z = val; break;
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case 5: x = val; y = p; z = q; break;
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}
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return Vec3<double>(x,y,z);
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}
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Color4<double>
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hsv2rgb_d(const Color4<double> &hsv)
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{
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double hue = hsv.r;
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double sat = hsv.g;
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double val = hsv.b;
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double r = 0.0, g = 0.0, b = 0.0;
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if (hue == 1) hue = 0;
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else hue *= 6;
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int i = int(Math<double>::floor(hue));
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double f = hue-i;
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double p = val*(1-sat);
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double q = val*(1-(sat*f));
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double t = val*(1-(sat*(1-f)));
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switch (i)
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{
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case 0: r = val; g = t; b = p; break;
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case 1: r = q; g = val; b = p; break;
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case 2: r = p; g = val; b = t; break;
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case 3: r = p; g = q; b = val; break;
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case 4: r = t; g = p; b = val; break;
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case 5: r = val; g = p; b = q; break;
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}
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return Color4<double>(r,g,b,hsv.a);
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}
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Vec3<double>
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rgb2hsv_d(const Vec3<double> &c)
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{
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const double &x = c.x;
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const double &y = c.y;
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const double &z = c.z;
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double max = (x > y) ? ((x > z) ? x : z) : ((y > z) ? y : z);
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double min = (x < y) ? ((x < z) ? x : z) : ((y < z) ? y : z);
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double range = max - min;
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double val = max;
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double sat = 0;
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double hue = 0;
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if (max != 0) sat = range/max;
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if (sat != 0)
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{
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double h;
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if (x == max) h = (y - z) / range;
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else if (y == max) h = 2 + (z - x) / range;
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else h = 4 + (x - y) / range;
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hue = h/6.;
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if (hue < 0.)
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hue += 1.0;
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}
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return Vec3<double>(hue,sat,val);
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}
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Color4<double>
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rgb2hsv_d(const Color4<double> &c)
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{
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const double &r = c.r;
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const double &g = c.g;
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const double &b = c.b;
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double max = (r > g) ? ((r > b) ? r : b) : ((g > b) ? g : b);
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double min = (r < g) ? ((r < b) ? r : b) : ((g < b) ? g : b);
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double range = max - min;
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double val = max;
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double sat = 0;
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double hue = 0;
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if (max != 0) sat = range/max;
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if (sat != 0)
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{
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double h;
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if (r == max) h = (g - b) / range;
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else if (g == max) h = 2 + (b - r) / range;
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else h = 4 + (r - g) / range;
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hue = h/6.;
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if (hue < 0.)
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hue += 1.0;
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2012-08-24 22:31:49 +02:00
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}
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return Color4<double>(hue,sat,val,c.a);
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}
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} // namespace Imath
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