This source file includes following definitions.
- hsv2rgb_d
- hsv2rgb_d
- rgb2hsv_d
- rgb2hsv_d
#include "ImathColorAlgo.h"
namespace Imath {
Vec3<double>
hsv2rgb_d(const Vec3<double> &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<double>::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<double>(x,y,z);
}
Color4<double>
hsv2rgb_d(const Color4<double> &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<double>::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<double>(r,g,b,hsv.a);
}
Vec3<double>
rgb2hsv_d(const Vec3<double> &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<double>(hue,sat,val);
}
Color4<double>
rgb2hsv_d(const Color4<double> &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<double>(hue,sat,val,c.a);
}
}