/// @ref gtx_color_space /// @file glm/gtx/color_space.inl namespace glm { template GLM_FUNC_QUALIFIER vec<3, T, Q> rgbColor(const vec<3, T, Q>& hsvColor) { vec<3, T, Q> hsv = hsvColor; vec<3, T, Q> rgbColor; if(hsv.y == static_cast(0)) // achromatic (grey) rgbColor = vec<3, T, Q>(hsv.z); else { T sector = floor(hsv.x * (T(1) / T(60))); T frac = (hsv.x * (T(1) / T(60))) - sector; // factorial part of h T o = hsv.z * (T(1) - hsv.y); T p = hsv.z * (T(1) - hsv.y * frac); T q = hsv.z * (T(1) - hsv.y * (T(1) - frac)); switch(int(sector)) { default: case 0: rgbColor.r = hsv.z; rgbColor.g = q; rgbColor.b = o; break; case 1: rgbColor.r = p; rgbColor.g = hsv.z; rgbColor.b = o; break; case 2: rgbColor.r = o; rgbColor.g = hsv.z; rgbColor.b = q; break; case 3: rgbColor.r = o; rgbColor.g = p; rgbColor.b = hsv.z; break; case 4: rgbColor.r = q; rgbColor.g = o; rgbColor.b = hsv.z; break; case 5: rgbColor.r = hsv.z; rgbColor.g = o; rgbColor.b = p; break; } } return rgbColor; } template GLM_FUNC_QUALIFIER vec<3, T, Q> hsvColor(const vec<3, T, Q>& rgbColor) { vec<3, T, Q> hsv = rgbColor; float Min = min(min(rgbColor.r, rgbColor.g), rgbColor.b); float Max = max(max(rgbColor.r, rgbColor.g), rgbColor.b); float Delta = Max - Min; hsv.z = Max; if(Max != static_cast(0)) { hsv.y = Delta / hsv.z; T h = static_cast(0); if(rgbColor.r == Max) // between yellow & magenta h = static_cast(0) + T(60) * (rgbColor.g - rgbColor.b) / Delta; else if(rgbColor.g == Max) // between cyan & yellow h = static_cast(120) + T(60) * (rgbColor.b - rgbColor.r) / Delta; else // between magenta & cyan h = static_cast(240) + T(60) * (rgbColor.r - rgbColor.g) / Delta; if(h < T(0)) hsv.x = h + T(360); else hsv.x = h; } else { // If r = g = b = 0 then s = 0, h is undefined hsv.y = static_cast(0); hsv.x = static_cast(0); } return hsv; } template GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> saturation(T const s) { vec<3, T, defaultp> rgbw = vec<3, T, defaultp>(T(0.2126), T(0.7152), T(0.0722)); vec<3, T, defaultp> const col((T(1) - s) * rgbw); mat<4, 4, T, defaultp> result(T(1)); result[0][0] = col.x + s; result[0][1] = col.x; result[0][2] = col.x; result[1][0] = col.y; result[1][1] = col.y + s; result[1][2] = col.y; result[2][0] = col.z; result[2][1] = col.z; result[2][2] = col.z + s; return result; } template GLM_FUNC_QUALIFIER vec<3, T, Q> saturation(const T s, const vec<3, T, Q>& color) { return vec<3, T, Q>(saturation(s) * vec<4, T, Q>(color, T(0))); } template GLM_FUNC_QUALIFIER vec<4, T, Q> saturation(const T s, const vec<4, T, Q>& color) { return saturation(s) * color; } template GLM_FUNC_QUALIFIER T luminosity(const vec<3, T, Q>& color) { const vec<3, T, Q> tmp = vec<3, T, Q>(0.33, 0.59, 0.11); return dot(color, tmp); } }//namespace glm