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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"
#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;
}
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