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119 lines
3.1 KiB
C++
119 lines
3.1 KiB
C++
#pragma once
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#include "Float3d.h"
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inline
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glm::vec3
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XYZtoRGB( glm::vec3 const &XYZ ) {
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// M^-1 for Adobe RGB from http://www.brucelindbloom.com/Eqn_RGB_XYZ_Matrix.html
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float const mi[ 3 ][ 3 ] = { 2.041369f, -0.969266f, 0.0134474f, -0.5649464f, 1.8760108f, -0.1183897f, -0.3446944f, 0.041556f, 1.0154096f };
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// m^-1 for sRGB:
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// float const mi[ 3 ][ 3 ] = { 3.240479f, -0.969256f, 0.055648f, -1.53715f, 1.875991f, -0.204043f, -0.49853f, 0.041556f, 1.057311f };
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return glm::vec3{
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XYZ.x*mi[ 0 ][ 0 ] + XYZ.y*mi[ 1 ][ 0 ] + XYZ.z*mi[ 2 ][ 0 ],
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XYZ.x*mi[ 0 ][ 1 ] + XYZ.y*mi[ 1 ][ 1 ] + XYZ.z*mi[ 2 ][ 1 ],
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XYZ.x*mi[ 0 ][ 2 ] + XYZ.y*mi[ 1 ][ 2 ] + XYZ.z*mi[ 2 ][ 2 ] };
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}
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inline
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glm::vec3
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RGBtoHSV( glm::vec3 const &RGB ) {
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glm::vec3 hsv;
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float const max = std::max( std::max( RGB.r, RGB.g ), RGB.b );
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float const min = std::min( std::min( RGB.r, RGB.g ), RGB.b );
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float const delta = max - min;
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hsv.z = max; // v
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if( delta < 0.00001 ) {
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hsv.y = 0;
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hsv.x = 0; // undefined, maybe nan?
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return hsv;
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}
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if( max > 0.0 ) { // NOTE: if Max is == 0, this divide would cause a crash
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hsv.y = ( delta / max ); // s
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}
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else {
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// if max is 0, then r = g = b = 0
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// s = 0, v is undefined
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hsv.y = 0.0;
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hsv.x = NAN; // its now undefined
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return hsv;
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}
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if( RGB.r >= max ) // > is bogus, just keeps compilor happy
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hsv.x = ( RGB.g - RGB.b ) / delta; // between yellow & magenta
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else
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if( RGB.g >= max )
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hsv.x = 2.f + ( RGB.g - RGB.r ) / delta; // between cyan & yellow
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else
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hsv.x = 4.f + ( RGB.r - RGB.g ) / delta; // between magenta & cyan
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hsv.x *= 60.0; // degrees
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if( hsv.x < 0.0 )
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hsv.x += 360.0;
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return hsv;
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}
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inline
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glm::vec3
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HSVtoRGB( glm::vec3 const &HSV ) {
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glm::vec3 rgb;
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if( HSV.y <= 0.0 ) { // < is bogus, just shuts up warnings
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rgb.r = HSV.z;
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rgb.g = HSV.z;
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rgb.b = HSV.z;
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return rgb;
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}
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float hh = HSV.x;
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if( hh >= 360.0 ) hh = 0.0;
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hh /= 60.0;
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int const i = (int)hh;
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float const ff = hh - i;
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float const p = HSV.z * ( 1.f - HSV.y );
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float const q = HSV.z * ( 1.f - ( HSV.y * ff ) );
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float const t = HSV.z * ( 1.f - ( HSV.y * ( 1.f - ff ) ) );
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switch( i ) {
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case 0:
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rgb.r = HSV.z;
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rgb.g = t;
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rgb.b = p;
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break;
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case 1:
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rgb.r = q;
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rgb.g = HSV.z;
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rgb.b = p;
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break;
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case 2:
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rgb.r = p;
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rgb.g = HSV.z;
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rgb.b = t;
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break;
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case 3:
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rgb.r = p;
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rgb.g = q;
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rgb.b = HSV.z;
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break;
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case 4:
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rgb.r = t;
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rgb.g = p;
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rgb.b = HSV.z;
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break;
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case 5:
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default:
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rgb.r = HSV.z;
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rgb.g = p;
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rgb.b = q;
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break;
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}
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return rgb;
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}
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