Difference between revisions of "Color conversion scripts"
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// by Sally LaSalle, code released to the public domain under GNU GPL version 3.0 license. | // by [[Sally LaSalle]], code released to the public domain under GNU GPL version 3.0 license. | ||
// you are free to use, and you are free to donate to me if you wish!! :P | // you are free to use, and you are free to donate to me if you wish!! :P | ||
Revision as of 08:14, 24 August 2007
LSL Portal | Functions | Events | Types | Operators | Constants | Flow Control | Script Library | Categorized Library | Tutorials |
The following functions convert between LSL color in Red Green Blue (RGB) format and color in Hue Saturation Value (HSV) format. The functions are based on "c" algorithms from c color conversion but required some debugging and extensive re-working to fit them in to LSL. For a discussion of HSV color format please see the wikipedia entry at HSV Color
RGB to HSV follows:
// by [[Sally LaSalle]], code released to the public domain under GNU GPL version 3.0 license. // you are free to use, and you are free to donate to me if you wish!! :P // takes an RGB color as a vector, with range <float R[0,1], float G[0,1], float B[0,1]> // returns a vector with HSV ranged from <float H[0,360], float S[0,1], float V[0,1]> // H ranges smoothly from Red=0, Yellow=60, Green=120, Cyan=180, Blue=240, Violet=300 and back to Red vector RGBtoHSV( vector rgb ) { float R = rgb.x; if (R<0) // catch malformed input R=0; else if (R>1) R=1; float G = rgb.y; if (G<0) // catch malformed input G=0; else if (G>1) G=1; float B = rgb.z; if (B<0) // catch malformed input B=0; else if (B>1) B=1; float H; float S; float V; list rgbList = [R, G, B]; // list used to get min and max float min; float max; float achromatic; // =1 if R=G=B float delta; vector hsv; // the return HSV vector min = llListStatistics(LIST_STAT_MIN, rgbList); //MIN of ( R, G, B ); max = llListStatistics(LIST_STAT_MAX, rgbList); //MAX of ( R, G, B ); if (R==G && G==B) achromatic = 1; // it is a shade of grey, white or black else achromatic = 0; V = max; // V = brightness Value form 0 to 1 delta = max - min; if( max != 0 ) S = delta / max; // S = saturation from 0 to 1 else { // R = G = B = 0 // S = 0, V = 0, H = 0 S = 0; V = 0; H = 0; hsv.x = H; hsv.y = S; hsv.z = V; return hsv; //H = S = V = 0 } if (achromatic == 1) H = 0; else if( R == max ) H = 0 + ( G - B ) / delta; // between red & yellow else if( G == max ) H = 2 + ( B - R ) / delta; // between yellow & cyan else H = 4 + ( R - G ) / delta; // between cyan & red H *= 60; // H is traditionally a figure between 0 and 360 degrees if( H < 0 ) H += 360; hsv.x = H; hsv.y = S; hsv.z = V; return hsv; }
HSV to RGB follows:
// by Sally LaSalle, code released to the public domain under GNU GPL version 3.0 license. // you are free to use, and you are free to donate to me if you wish!! :P // takes a vector encoded Hue Saturation Value (HSV) triplet // HSV should be entered with floats the ranges: <float H(0 to 360), float S(0 to 1),float V(0 to 1)> // And Returns a vector encode Red Green Blue (RGB) color triplet // RGB will be returned with floats in ranges <float R(0 to 1),float G(0 to 1),float B(0 to 1)> vector HSVtoRGB( vector hsv ) { integer i; float H = hsv.x; if (H<0) // catch malformed H input H=0; else if (H>360) H=360; float S = hsv.y; if (S<0) // catch malformed S input S=0; else if (S>1) S=1; float V = hsv.z; if (V<0) // catch malformed V input V=0; else if (V>1) V=1; float R; float G; float B; float f; // variables for calculating base color mixing around the "spectrum circle" float p; float q; float t; vector rgb; if( S == 0 ) { // achromatic (grey) simply set R,G, & B = Value R = V; G = V; B = V; rgb.x = R; rgb.y = G; rgb.z = B; return rgb; } H /= 60; // Hue factored into range 0 to 5 i = llFloor( H ); // integer floor of Hue f = H - i; // factorial part of H p = V * ( 1 - S ); q = V * ( 1 - S * f ); t = V * ( 1 - S * ( 1 - f ) ); if (i==0){ R = V; G = t; B = p;} else if (i==1){ R = q; G = V; B = p;} else if (i==2){ R = p; G = V; B = t;} else if (i==3){ R = p; G = q; B = V;} else if (i==4){ R = t; G = p; B = V;} else { R = V; G = p; B = q; } rgb.x = R; rgb.y = G; rgb.z = B; return rgb; }