📄 imathcoloralgo.h
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/////////////////////////////////////////////////////////////////////////////// Copyright (c) 2002, Industrial Light & Magic, a division of Lucas// Digital Ltd. LLC// // All rights reserved.// // Redistribution and use in source and binary forms, with or without// modification, are permitted provided that the following conditions are// met:// * Redistributions of source code must retain the above copyright// notice, this list of conditions and the following disclaimer.// * Redistributions in binary form must reproduce the above// copyright notice, this list of conditions and the following disclaimer// in the documentation and/or other materials provided with the// distribution.// * Neither the name of Industrial Light & Magic nor the names of// its contributors may be used to endorse or promote products derived// from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE./////////////////////////////////////////////////////////////////////////////#ifndef INCLUDED_IMATHCOLORALGO_H#define INCLUDED_IMATHCOLORALGO_H#include "ImathColor.h"#include "ImathMath.h"#include "ImathLimits.h"namespace Imath {//// Non-templated helper routines for color conversion.// These routines eliminate type warnings under g++.//Vec3<double> hsv2rgb_d(const Vec3<double> &hsv);Color4<double> hsv2rgb_d(const Color4<double> &hsv);Vec3<double> rgb2hsv_d(const Vec3<double> &rgb);Color4<double> rgb2hsv_d(const Color4<double> &rgb);//// Color conversion functions and general color algorithms//// hsv2rgb(), rgb2hsv(), rgb2packed(), packed2rgb()// see each funtion definition for details.//template<class T> Vec3<T> hsv2rgb(const Vec3<T> &hsv){ if ( limits<T>::isIntegral() ) { Vec3<double> v = Vec3<double>(hsv.x / double(limits<T>::max()), hsv.y / double(limits<T>::max()), hsv.z / double(limits<T>::max())); Vec3<double> c = hsv2rgb_d(v); return Vec3<T>((T) (c.x * limits<T>::max()), (T) (c.y * limits<T>::max()), (T) (c.z * limits<T>::max())); } else { Vec3<double> v = Vec3<double>(hsv.x, hsv.y, hsv.z); Vec3<double> c = hsv2rgb_d(v); return Vec3<T>((T) c.x, (T) c.y, (T) c.z); }}template<class T> Color4<T> hsv2rgb(const Color4<T> &hsv){ if ( limits<T>::isIntegral() ) { Color4<double> v = Color4<double>(hsv.r / float(limits<T>::max()), hsv.g / float(limits<T>::max()), hsv.b / float(limits<T>::max()), hsv.a / float(limits<T>::max())); Color4<double> c = hsv2rgb_d(v); return Color4<T>((T) (c.r * limits<T>::max()), (T) (c.g * limits<T>::max()), (T) (c.b * limits<T>::max()), (T) (c.a * limits<T>::max())); } else { Color4<double> v = Color4<double>(hsv.r, hsv.g, hsv.g, hsv.a); Color4<double> c = hsv2rgb_d(v); return Color4<T>((T) c.r, (T) c.g, (T) c.b, (T) c.a); }}template<class T> Vec3<T> rgb2hsv(const Vec3<T> &rgb){ if ( limits<T>::isIntegral() ) { Vec3<double> v = Vec3<double>(rgb.x / double(limits<T>::max()), rgb.y / double(limits<T>::max()), rgb.z / double(limits<T>::max())); Vec3<double> c = rgb2hsv_d(v); return Vec3<T>((T) (c.x * limits<T>::max()), (T) (c.y * limits<T>::max()), (T) (c.z * limits<T>::max())); } else { Vec3<double> v = Vec3<double>(rgb.x, rgb.y, rgb.z); Vec3<double> c = rgb2hsv_d(v); return Vec3<T>((T) c.x, (T) c.y, (T) c.z); }}template<class T> Color4<T> rgb2hsv(const Color4<T> &rgb){ if ( limits<T>::isIntegral() ) { Color4<double> v = Color4<double>(rgb.r / float(limits<T>::max()), rgb.g / float(limits<T>::max()), rgb.b / float(limits<T>::max()), rgb.a / float(limits<T>::max())); Color4<double> c = rgb2hsv_d(v); return Color4<T>((T) (c.r * limits<T>::max()), (T) (c.g * limits<T>::max()), (T) (c.b * limits<T>::max()), (T) (c.a * limits<T>::max())); } else { Color4<double> v = Color4<double>(rgb.r, rgb.g, rgb.g, rgb.a); Color4<double> c = rgb2hsv_d(v); return Color4<T>((T) c.r, (T) c.g, (T) c.b, (T) c.a); }}template <class T>PackedColorrgb2packed(const Vec3<T> &c){ if ( limits<T>::isIntegral() ) { float x = c.x / float(limits<T>::max()); float y = c.y / float(limits<T>::max()); float z = c.z / float(limits<T>::max()); return rgb2packed( V3f(x,y,z) ); } else { return ( (PackedColor) (c.x * 255) | (((PackedColor) (c.y * 255)) << 8) | (((PackedColor) (c.z * 255)) << 16) | 0xFF000000 ); }}template <class T>PackedColorrgb2packed(const Color4<T> &c){ if ( limits<T>::isIntegral() ) { float r = c.r / float(limits<T>::max()); float g = c.g / float(limits<T>::max()); float b = c.b / float(limits<T>::max()); float a = c.a / float(limits<T>::max()); return rgb2packed( C4f(r,g,b,a) ); } else { return ( (PackedColor) (c.r * 255) | (((PackedColor) (c.g * 255)) << 8) | (((PackedColor) (c.b * 255)) << 16) | (((PackedColor) (c.a * 255)) << 24)); }}//// This guy can't return the result because the template// parameter would not be in the function signiture. So instead,// its passed in as an argument.//template <class T>voidpacked2rgb(PackedColor packed, Vec3<T> &out){ if ( limits<T>::isIntegral() ) { T f = limits<T>::max() / ((PackedColor)0xFF); out.x = (packed & 0xFF) * f; out.y = ((packed & 0xFF00) >> 8) * f; out.z = ((packed & 0xFF0000) >> 16) * f; } else { T f = T(1) / T(255); out.x = (packed & 0xFF) * f; out.y = ((packed & 0xFF00) >> 8) * f; out.z = ((packed & 0xFF0000) >> 16) * f; }}template <class T>voidpacked2rgb(PackedColor packed, Color4<T> &out){ if ( limits<T>::isIntegral() ) { T f = limits<T>::max() / ((PackedColor)0xFF); out.r = (packed & 0xFF) * f; out.g = ((packed & 0xFF00) >> 8) * f; out.b = ((packed & 0xFF0000) >> 16) * f; out.a = ((packed & 0xFF000000) >> 24) * f; } else { T f = T(1) / T(255); out.r = (packed & 0xFF) * f; out.g = ((packed & 0xFF00) >> 8) * f; out.b = ((packed & 0xFF0000) >> 16) * f; out.a = ((packed & 0xFF000000) >> 24) * f; }}} // namespace Imath#endif
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