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REDESIGNED: ColorFromHSV()

Replaced Vector3 by direct values, easier to use and understand
raysan5 5 years ago
parent
commit
f1ed8be5d7
4 changed files with 12 additions and 12 deletions
  1. 1 1
      examples/models/models_waving_cubes.c
  2. 1 2
      examples/text/text_unicode.c
  3. 1 1
      src/raylib.h
  4. 9 8
      src/textures.c

+ 1 - 1
examples/models/models_waving_cubes.c

@@ -84,7 +84,7 @@ int main()
                             };
                             };
 
 
                             // Pick a color with a hue depending on cube position for the rainbow color effect
                             // Pick a color with a hue depending on cube position for the rainbow color effect
-                            Color cubeColor = ColorFromHSV((Vector3){ (float)(((x + y + z)*18)%360), 0.75f, 0.9f });
+                            Color cubeColor = ColorFromHSV((float)(((x + y + z)*18)%360), 0.75f, 0.9f);
 
 
                             // Calculate cube size
                             // Calculate cube size
                             float cubeSize = (2.4f - scale)*blockScale;
                             float cubeSize = (2.4f - scale)*blockScale;

+ 1 - 2
examples/text/text_unicode.c

@@ -311,8 +311,7 @@ static void RandomizeEmoji(void)
         emoji[i].index = GetRandomValue(0, 179)*5;
         emoji[i].index = GetRandomValue(0, 179)*5;
 
 
         // Generate a random color for this emoji
         // Generate a random color for this emoji
-        Vector3 hsv = {(start*(i + 1))%360, 0.6f, 0.85f};
-        emoji[i].color = Fade(ColorFromHSV(hsv), 0.8f);
+        emoji[i].color = Fade(ColorFromHSV((float)((start*(i + 1))%360), 0.6f, 0.85f), 0.8f);
 
 
         // Set a random message for this emoji
         // Set a random message for this emoji
         emoji[i].message = GetRandomValue(0, SIZEOF(messages) - 1);
         emoji[i].message = GetRandomValue(0, SIZEOF(messages) - 1);

+ 1 - 1
src/raylib.h

@@ -1204,7 +1204,7 @@ RLAPI int ColorToInt(Color color);                                          // R
 RLAPI Vector4 ColorNormalize(Color color);                                  // Returns Color normalized as float [0..1]
 RLAPI Vector4 ColorNormalize(Color color);                                  // Returns Color normalized as float [0..1]
 RLAPI Color ColorFromNormalized(Vector4 normalized);                        // Returns Color from normalized values [0..1]
 RLAPI Color ColorFromNormalized(Vector4 normalized);                        // Returns Color from normalized values [0..1]
 RLAPI Vector3 ColorToHSV(Color color);                                      // Returns HSV values for a Color
 RLAPI Vector3 ColorToHSV(Color color);                                      // Returns HSV values for a Color
-RLAPI Color ColorFromHSV(Vector3 hsv);                                      // Returns a Color from HSV values
+RLAPI Color ColorFromHSV(float hue, float saturation, float value);         // Returns a Color from HSV values
 RLAPI Color ColorAlpha(Color color, float alpha);                           // Returns color with alpha applied, alpha goes from 0.0f to 1.0f
 RLAPI Color ColorAlpha(Color color, float alpha);                           // Returns color with alpha applied, alpha goes from 0.0f to 1.0f
 RLAPI Color ColorAlphaBlend(Color dst, Color src, Color tint);              // Returns src alpha-blended into dst color with tint
 RLAPI Color ColorAlphaBlend(Color dst, Color src, Color tint);              // Returns src alpha-blended into dst color with tint
 RLAPI Color GetColor(int hexValue);                                         // Get Color structure from hexadecimal value
 RLAPI Color GetColor(int hexValue);                                         // Get Color structure from hexadecimal value

+ 9 - 8
src/textures.c

@@ -3433,34 +3433,35 @@ Vector3 ColorToHSV(Color color)
 // Returns a Color from HSV values
 // Returns a Color from HSV values
 // Implementation reference: https://en.wikipedia.org/wiki/HSL_and_HSV#Alternative_HSV_conversion
 // Implementation reference: https://en.wikipedia.org/wiki/HSL_and_HSV#Alternative_HSV_conversion
 // NOTE: Color->HSV->Color conversion will not yield exactly the same color due to rounding errors
 // NOTE: Color->HSV->Color conversion will not yield exactly the same color due to rounding errors
-Color ColorFromHSV(Vector3 hsv)
+// Hue is provided in degrees: [0..360]
+// Saturation/Value are provided normalized: [0.0f..1.0f]
+Color ColorFromHSV(float hue, float saturation, float value)
 {
 {
     Color color = { 0, 0, 0, 255 };
     Color color = { 0, 0, 0, 255 };
-    float h = hsv.x, s = hsv.y, v = hsv.z;
 
 
     // Red channel
     // Red channel
-    float k = fmodf((5.0f + h/60.0f), 6);
+    float k = fmodf((5.0f + hue/60.0f), 6);
     float t = 4.0f - k;
     float t = 4.0f - k;
     k = (t < k)? t : k;
     k = (t < k)? t : k;
     k = (k < 1)? k : 1;
     k = (k < 1)? k : 1;
     k = (k > 0)? k : 0;
     k = (k > 0)? k : 0;
-    color.r = (unsigned char)((v - v*s*k)*255.0f);
+    color.r = (unsigned char)((value - value*saturation*k)*255.0f);
 
 
     // Green channel
     // Green channel
-    k = fmodf((3.0f + h/60.0f), 6);
+    k = fmodf((3.0f + hue/60.0f), 6);
     t = 4.0f - k;
     t = 4.0f - k;
     k = (t < k)? t : k;
     k = (t < k)? t : k;
     k = (k < 1)? k : 1;
     k = (k < 1)? k : 1;
     k = (k > 0)? k : 0;
     k = (k > 0)? k : 0;
-    color.g = (unsigned char)((v - v*s*k)*255.0f);
+    color.g = (unsigned char)((value - value*saturation*k)*255.0f);
 
 
     // Blue channel
     // Blue channel
-    k = fmodf((1.0f + h/60.0f), 6);
+    k = fmodf((1.0f + hue/60.0f), 6);
     t = 4.0f - k;
     t = 4.0f - k;
     k = (t < k)? t : k;
     k = (t < k)? t : k;
     k = (k < 1)? k : 1;
     k = (k < 1)? k : 1;
     k = (k > 0)? k : 0;
     k = (k > 0)? k : 0;
-    color.b = (unsigned char)((v - v*s*k)*255.0f);
+    color.b = (unsigned char)((value - value*saturation*k)*255.0f);
 
 
     return color;
     return color;
 }
 }