v3color.cpp

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00001 
00032 #include "linden_common.h"
00033 
00034 #include "v3color.h"
00035 #include "v4color.h"
00036 #include "v4math.h"
00037 
00038 LLColor3 LLColor3::white(1.0f, 1.0f, 1.0f);
00039 LLColor3 LLColor3::black(0.0f, 0.0f, 0.0f);
00040 LLColor3 LLColor3::grey (0.5f, 0.5f, 0.5f);
00041 
00042 LLColor3::LLColor3(const LLColor4 &a)
00043 {
00044         mV[0] = a.mV[0];
00045         mV[1] = a.mV[1];
00046         mV[2] = a.mV[2];
00047 }
00048 
00049 LLColor3::LLColor3(const LLVector4 &a)
00050 {
00051         mV[0] = a.mV[0];
00052         mV[1] = a.mV[1];
00053         mV[2] = a.mV[2];
00054 }
00055 
00056 LLColor3::LLColor3(const LLSD &sd)
00057 {
00058         mV[0] = (F32) sd[0].asReal();
00059         mV[1] = (F32) sd[1].asReal();
00060         mV[2] = (F32) sd[2].asReal();
00061 }
00062 
00063 const LLColor3& LLColor3::operator=(const LLColor4 &a) 
00064 {
00065         mV[0] = a.mV[0];
00066         mV[1] = a.mV[1];
00067         mV[2] = a.mV[2];
00068         return (*this);
00069 }
00070 
00071 std::ostream& operator<<(std::ostream& s, const LLColor3 &a) 
00072 {
00073         s << "{ " << a.mV[VX] << ", " << a.mV[VY] << ", " << a.mV[VZ] << " }";
00074         return s;
00075 }
00076 
00077 void LLColor3::calcHSL(F32* hue, F32* saturation, F32* luminance) const
00078 {
00079         F32 var_R = mV[VRED];
00080         F32 var_G = mV[VGREEN];
00081         F32 var_B = mV[VBLUE];
00082 
00083         F32 var_Min = ( var_R < ( var_G < var_B ? var_G : var_B ) ? var_R : ( var_G < var_B ? var_G : var_B ) );
00084         F32 var_Max = ( var_R > ( var_G > var_B ? var_G : var_B ) ? var_R : ( var_G > var_B ? var_G : var_B ) );
00085 
00086         F32 del_Max = var_Max - var_Min;
00087 
00088         F32 L = ( var_Max + var_Min ) / 2.0f;
00089         F32 H = 0.0f;
00090         F32 S = 0.0f;
00091 
00092         if ( del_Max == 0.0f )
00093         {
00094            H = 0.0f;
00095            S = 0.0f;
00096         }
00097         else
00098         {
00099                 if ( L < 0.5 )
00100                         S = del_Max / ( var_Max + var_Min );
00101                 else
00102                         S = del_Max / ( 2.0f - var_Max - var_Min );
00103 
00104                 F32 del_R = ( ( ( var_Max - var_R ) / 6.0f ) + ( del_Max / 2.0f ) ) / del_Max;
00105                 F32 del_G = ( ( ( var_Max - var_G ) / 6.0f ) + ( del_Max / 2.0f ) ) / del_Max;
00106                 F32 del_B = ( ( ( var_Max - var_B ) / 6.0f ) + ( del_Max / 2.0f ) ) / del_Max;
00107 
00108                 if ( var_R >= var_Max )
00109                         H = del_B - del_G;
00110                 else
00111                 if ( var_G >= var_Max )
00112                         H = ( 1.0f / 3.0f ) + del_R - del_B;
00113                 else
00114                 if ( var_B >= var_Max )
00115                         H = ( 2.0f / 3.0f ) + del_G - del_R;
00116 
00117                 if ( H < 0.0f ) H += 1.0f;
00118                 if ( H > 1.0f ) H -= 1.0f;
00119         }
00120 
00121         if (hue) *hue = H;
00122         if (saturation) *saturation = S;
00123         if (luminance) *luminance = L;
00124 }

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