/////////////////////////////////////////////////////////////////////////// // // Copyright (c) 2002, 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" namespace Imath { Vec3 hsv2rgb_d(const Vec3 &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::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(x,y,z); } Color4 hsv2rgb_d(const Color4 &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::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(r,g,b,hsv.a); } Vec3 rgb2hsv_d(const Vec3 &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(hue,sat,val); } Color4 rgb2hsv_d(const Color4 &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(hue,sat,val,c.a); } } // namespace Imath