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/** 
 * @file v3color.cpp
 * @brief LLColor3 class implementation.
 *
 * $LicenseInfo:firstyear=2000&license=viewergpl$
 * 
 * Copyright (c) 2000-2007, Linden Research, Inc.
 * 
 * Second Life Viewer Source Code
 * The source code in this file ("Source Code") is provided by Linden Lab
 * to you under the terms of the GNU General Public License, version 2.0
 * ("GPL"), unless you have obtained a separate licensing agreement
 * ("Other License"), formally executed by you and Linden Lab.  Terms of
 * the GPL can be found in doc/GPL-license.txt in this distribution, or
 * online at http://secondlife.com/developers/opensource/gplv2
 * 
 * There are special exceptions to the terms and conditions of the GPL as
 * it is applied to this Source Code. View the full text of the exception
 * in the file doc/FLOSS-exception.txt in this software distribution, or
 * online at http://secondlife.com/developers/opensource/flossexception
 * 
 * By copying, modifying or distributing this software, you acknowledge
 * that you have read and understood your obligations described above,
 * and agree to abide by those obligations.
 * 
 * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
 * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
 * COMPLETENESS OR PERFORMANCE.
 * $/LicenseInfo$
 */

#include "linden_common.h"

#include "v3color.h"
#include "v4color.h"

LLColor3 LLColor3::white(1.0f, 1.0f, 1.0f);
LLColor3 LLColor3::black(0.0f, 0.0f, 0.0f);
LLColor3 LLColor3::grey (0.5f, 0.5f, 0.5f);

LLColor3::LLColor3(const LLColor4 &a)
{
	mV[0] = a.mV[0];
	mV[1] = a.mV[1];
	mV[2] = a.mV[2];
}

LLColor3::LLColor3(const LLSD &sd)
{
	mV[0] = (F32) sd[0].asReal();
	mV[1] = (F32) sd[1].asReal();
	mV[2] = (F32) sd[2].asReal();
}

const LLColor3& LLColor3::operator=(const LLColor4 &a) 
{
	mV[0] = a.mV[0];
	mV[1] = a.mV[1];
	mV[2] = a.mV[2];
	return (*this);
}

std::ostream& operator<<(std::ostream& s, const LLColor3 &a) 
{
	s << "{ " << a.mV[VX] << ", " << a.mV[VY] << ", " << a.mV[VZ] << " }";
	return s;
}

void LLColor3::calcHSL(F32* hue, F32* saturation, F32* luminance) const
{
	F32 var_R = mV[VRED];
	F32 var_G = mV[VGREEN];
	F32 var_B = mV[VBLUE];

	F32 var_Min = ( var_R < ( var_G < var_B ? var_G : var_B ) ? var_R : ( var_G < var_B ? var_G : var_B ) );
	F32 var_Max = ( var_R > ( var_G > var_B ? var_G : var_B ) ? var_R : ( var_G > var_B ? var_G : var_B ) );

	F32 del_Max = var_Max - var_Min;

	F32 L = ( var_Max + var_Min ) / 2.0f;
	F32 H = 0.0f;
	F32 S = 0.0f;

	if ( del_Max == 0.0f )
	{
	   H = 0.0f;
	   S = 0.0f;
	}
	else
	{
		if ( L < 0.5 )
			S = del_Max / ( var_Max + var_Min );
		else
			S = del_Max / ( 2.0f - var_Max - var_Min );

		F32 del_R = ( ( ( var_Max - var_R ) / 6.0f ) + ( del_Max / 2.0f ) ) / del_Max;
		F32 del_G = ( ( ( var_Max - var_G ) / 6.0f ) + ( del_Max / 2.0f ) ) / del_Max;
		F32 del_B = ( ( ( var_Max - var_B ) / 6.0f ) + ( del_Max / 2.0f ) ) / del_Max;

		if ( var_R >= var_Max )
			H = del_B - del_G;
		else
		if ( var_G >= var_Max )
			H = ( 1.0f / 3.0f ) + del_R - del_B;
		else
		if ( var_B >= var_Max )
			H = ( 2.0f / 3.0f ) + del_G - del_R;

		if ( H < 0.0f ) H += 1.0f;
		if ( H > 1.0f ) H -= 1.0f;
	}

	if (hue) *hue = H;
	if (saturation) *saturation = S;
	if (luminance) *luminance = L;
}