Color conversion scripts: Difference between revisions
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{{LSL Header | {{LSL Header|ml=*}}{{#vardefine:header_title|Color conversion scripts}} | ||
}}{{#vardefine:header_title|Color conversion scripts | |||
}} | |||
The following functions convert between LSL [[color]] in Red Green Blue (RGB) format and color in Hue Saturation Value (HSV) format. | The following functions convert between LSL [[color]] in Red Green Blue (RGB) format and color in Hue Saturation Value (HSV) format. | ||
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vector RGBtoHSV( vector rgb ) | 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 H; | ||
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max = llListStatistics(LIST_STAT_MAX, rgbList); //MAX of ( R, G, B ); | max = llListStatistics(LIST_STAT_MAX, rgbList); //MAX of ( R, G, B ); | ||
if (R==G && 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 | V = max; // V = brightness Value form 0 to 1 | ||
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t = V * ( 1 - S * ( 1 - f ) ); | t = V * ( 1 - S * ( 1 - f ) ); | ||
if | if (i==0){ | ||
R = V; | |||
G = t; | |||
B = p; | |||
else if (i==1){ | } else if (i==1){ | ||
R = q; | |||
G = V; | |||
B = p; | |||
else if (i==2){ | } else if (i==2){ | ||
R = p; | |||
G = V; | |||
B = t; | |||
else if (i==3){ | } else if (i==3){ | ||
R = p; | |||
G = q; | |||
B = V; | |||
else if (i==4){ | } else if (i==4){ | ||
R = t; | |||
G = p; | |||
B = V; | |||
else { | } else { | ||
R = V; | |||
G = p; | |||
B = q; | |||
} | } | ||
Revision as of 15:44, 24 October 2008
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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
<lsl> // 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;
} </lsl>
HSV to RGB
<lsl> // 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;
} </lsl>