/** * @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" #include "v4math.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 LLVector4 &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; }