257 lines
		
	
	
		
			7.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			257 lines
		
	
	
		
			7.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| ///////////////////////////////////////////////////////////////////////////
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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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| //
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| // All rights reserved.
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| //
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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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| // from this software without specific prior written permission.
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| //
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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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| 
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| #ifndef INCLUDED_IMATHCOLORALGO_H
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| #define INCLUDED_IMATHCOLORALGO_H
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| 
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| 
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| #include "ImathColor.h"
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| #include "ImathMath.h"
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| #include "ImathLimits.h"
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| 
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| namespace Imath {
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| 
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| 
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| //
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| //	Non-templated helper routines for color conversion.
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| //	These routines eliminate type warnings under g++.
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| //
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| 
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| Vec3<double>	hsv2rgb_d(const Vec3<double> &hsv);
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| 
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| Color4<double>	hsv2rgb_d(const Color4<double> &hsv);
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| 
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| 
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| Vec3<double>	rgb2hsv_d(const Vec3<double> &rgb);
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| 
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| Color4<double>	rgb2hsv_d(const Color4<double> &rgb);
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| 
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| 
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| //
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| //	Color conversion functions and general color algorithms
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| //
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| //	hsv2rgb(), rgb2hsv(), rgb2packed(), packed2rgb()
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| //	see each funtion definition for details.
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| //
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| 
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| template<class T>
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| Vec3<T>
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| hsv2rgb(const Vec3<T> &hsv)
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| {
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|     if ( limits<T>::isIntegral() )
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|     {
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|     Vec3<double> v = Vec3<double>(hsv.x / double(limits<T>::max()),
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|                       hsv.y / double(limits<T>::max()),
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|                       hsv.z / double(limits<T>::max()));
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|     Vec3<double> c = hsv2rgb_d(v);
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|     return Vec3<T>((T) (c.x * limits<T>::max()),
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|                (T) (c.y * limits<T>::max()),
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|                (T) (c.z * limits<T>::max()));
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|     }
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|     else
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|     {
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|     Vec3<double> v = Vec3<double>(hsv.x, hsv.y, hsv.z);
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|     Vec3<double> c = hsv2rgb_d(v);
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|     return Vec3<T>((T) c.x, (T) c.y, (T) c.z);
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|     }
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| }
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| 
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| 
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| template<class T>
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| Color4<T>
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| hsv2rgb(const Color4<T> &hsv)
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| {
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|     if ( limits<T>::isIntegral() )
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|     {
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|     Color4<double> v = Color4<double>(hsv.r / float(limits<T>::max()),
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|                       hsv.g / float(limits<T>::max()),
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|                       hsv.b / float(limits<T>::max()),
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|                       hsv.a / float(limits<T>::max()));
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|     Color4<double> c = hsv2rgb_d(v);
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|     return Color4<T>((T) (c.r * limits<T>::max()),
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|                          (T) (c.g * limits<T>::max()),
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|                          (T) (c.b * limits<T>::max()),
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|              (T) (c.a * limits<T>::max()));
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|     }
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|     else
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|     {
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|     Color4<double> v = Color4<double>(hsv.r, hsv.g, hsv.b, hsv.a);
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|     Color4<double> c = hsv2rgb_d(v);
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|     return Color4<T>((T) c.r, (T) c.g, (T) c.b, (T) c.a);
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|     }
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| }
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| 
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| 
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| template<class T>
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| Vec3<T>
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| rgb2hsv(const Vec3<T> &rgb)
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| {
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|     if ( limits<T>::isIntegral() )
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|     {
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|     Vec3<double> v = Vec3<double>(rgb.x / double(limits<T>::max()),
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|                       rgb.y / double(limits<T>::max()),
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|                       rgb.z / double(limits<T>::max()));
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|     Vec3<double> c = rgb2hsv_d(v);
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|     return Vec3<T>((T) (c.x * limits<T>::max()),
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|                (T) (c.y * limits<T>::max()),
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|                (T) (c.z * limits<T>::max()));
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|     }
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|     else
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|     {
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|     Vec3<double> v = Vec3<double>(rgb.x, rgb.y, rgb.z);
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|     Vec3<double> c = rgb2hsv_d(v);
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|     return Vec3<T>((T) c.x, (T) c.y, (T) c.z);
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|     }
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| }
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| 
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| 
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| template<class T>
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| Color4<T>
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| rgb2hsv(const Color4<T> &rgb)
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| {
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|     if ( limits<T>::isIntegral() )
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|     {
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|     Color4<double> v = Color4<double>(rgb.r / float(limits<T>::max()),
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|                       rgb.g / float(limits<T>::max()),
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|                       rgb.b / float(limits<T>::max()),
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|                       rgb.a / float(limits<T>::max()));
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|     Color4<double> c = rgb2hsv_d(v);
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|     return Color4<T>((T) (c.r * limits<T>::max()),
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|                          (T) (c.g * limits<T>::max()),
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|                          (T) (c.b * limits<T>::max()),
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|              (T) (c.a * limits<T>::max()));
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|     }
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|     else
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|     {
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|     Color4<double> v = Color4<double>(rgb.r, rgb.g, rgb.b, rgb.a);
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|     Color4<double> c = rgb2hsv_d(v);
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|     return Color4<T>((T) c.r, (T) c.g, (T) c.b, (T) c.a);
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|     }
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| }
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| 
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| template <class T>
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| PackedColor
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| rgb2packed(const Vec3<T> &c)
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| {
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|     if ( limits<T>::isIntegral() )
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|     {
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|     float x = c.x / float(limits<T>::max());
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|     float y = c.y / float(limits<T>::max());
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|     float z = c.z / float(limits<T>::max());
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|     return rgb2packed( V3f(x,y,z) );
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|     }
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|     else
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|     {
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|     return (  (PackedColor) (c.x * 255)		|
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|         (((PackedColor) (c.y * 255)) << 8)	|
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|         (((PackedColor) (c.z * 255)) << 16)	| 0xFF000000 );
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|     }
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| }
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| 
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| template <class T>
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| PackedColor
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| rgb2packed(const Color4<T> &c)
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| {
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|     if ( limits<T>::isIntegral() )
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|     {
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|     float r = c.r / float(limits<T>::max());
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|     float g = c.g / float(limits<T>::max());
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|     float b = c.b / float(limits<T>::max());
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|     float a = c.a / float(limits<T>::max());
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|     return rgb2packed( C4f(r,g,b,a) );
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|     }
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|     else
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|     {
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|     return (  (PackedColor) (c.r * 255)		|
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|         (((PackedColor) (c.g * 255)) << 8)	|
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|         (((PackedColor) (c.b * 255)) << 16)	|
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|         (((PackedColor) (c.a * 255)) << 24));
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|     }
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| }
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| 
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| //
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| //	This guy can't return the result because the template
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| //	parameter would not be in the function signiture. So instead,
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| //	its passed in as an argument.
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| //
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| 
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| template <class T>
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| void
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| packed2rgb(PackedColor packed, Vec3<T> &out)
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| {
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|     if ( limits<T>::isIntegral() )
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|     {
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|     T f = limits<T>::max() / ((PackedColor)0xFF);
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|     out.x =  (packed &     0xFF) * f;
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|     out.y = ((packed &   0xFF00) >>  8) * f;
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|     out.z = ((packed & 0xFF0000) >> 16) * f;
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|     }
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|     else
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|     {
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|     T f = T(1) / T(255);
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|     out.x =  (packed &     0xFF) * f;
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|     out.y = ((packed &   0xFF00) >>  8) * f;
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|     out.z = ((packed & 0xFF0000) >> 16) * f;
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|     }
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| }
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| 
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| template <class T>
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| void
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| packed2rgb(PackedColor packed, Color4<T> &out)
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| {
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|     if ( limits<T>::isIntegral() )
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|     {
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|     T f = limits<T>::max() / ((PackedColor)0xFF);
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|     out.r =  (packed &       0xFF) * f;
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|     out.g = ((packed &     0xFF00) >>  8) * f;
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|     out.b = ((packed &   0xFF0000) >> 16) * f;
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|     out.a = ((packed & 0xFF000000) >> 24) * f;
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|     }
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|     else
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|     {
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|     T f = T(1) / T(255);
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|     out.r =  (packed &       0xFF) * f;
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|     out.g = ((packed &     0xFF00) >>  8) * f;
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|     out.b = ((packed &   0xFF0000) >> 16) * f;
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|     out.a = ((packed & 0xFF000000) >> 24) * f;
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|     }
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| }
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| 
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| 
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| } // namespace Imath
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| 
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| #endif
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