Difference between revisions of "Color conversion scripts"

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(Included a conversion function for HSL to RGB.)
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//HSL to RGB conversion function. By Cobalt Arkright. Released to the public under GNU GPL version 3.0 license.
//HSL to RGB conversion function. By Cobalt Arkright. Released to the public under GNU GPL version 3.0 license.
//Takes a vector encoded HSL triplet and outputs a vector encoded RGB triplet.
//Takes a vector encoded HSL triplet and outputs a vector encoded RGB triplet.
//Input values should be in the following ranges: <float H(0 to 1, float S(0 to 1), float L(0 to 1).
//Input values should be in the following ranges: <float H(0 to 1), float S(0 to 1), float L(0 to 1).
//If you wish to use H(0 to 360), comment out the lines 6, 7, and 8, then remove the comment for lines 11, 12, and 13.
//If you wish to use H(0 to 360), comment out the lines 6, 7, and 8, then remove the comment for lines 11, 12, and 13.
vector HSLtoRGB (vector hsl)
vector HSLtoRGB (vector hsl)

Revision as of 12:39, 25 April 2009

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>

HSL to RGB

<lsl> //HSL to RGB conversion function. By Cobalt Arkright. Released to the public under GNU GPL version 3.0 license. //Takes a vector encoded HSL triplet and outputs a vector encoded RGB triplet. //Input values should be in the following ranges: <float H(0 to 1), float S(0 to 1), float L(0 to 1). //If you wish to use H(0 to 360), comment out the lines 6, 7, and 8, then remove the comment for lines 11, 12, and 13. vector HSLtoRGB (vector hsl) { //Catch malformed H input for H(0 to 1) if (hsl.x < 0)hsl.x = 0; else if (hsl.x > 1.0)hsl.x = 1.0;

//Catch malformed H input for H(0 to 360) //if (hsl.x < 0) hsl.x = 0; //else if (hsl.x > 360) hsl.x = 360; //hsl.x = hsl.x/360;

//Catch malformed S input if (hsl.y < 0)hsl.y = 0; else if (hsl.y > 1.0)hsl.y = 1.0;

//Catch malformed L input if (hsl.z < 0)hsl.z = 0; else if (hsl.z > 1.0)hsl.z = 1.0;

//Special case: When S = 0, the result is monochromatic, and R = B = G = L. if (hsl.y == 0){ rgb.x = rgb.y = rgb.z = hsl.z; return rgb; }

//Declare required variables vector rgb; float q; float p; float tr; float tg; float tb;

//Set up temporary values for conversion if (hsl.z < 0.5)q = hsl.z*(1.0+hsl.y); else if (0.5 <= hsl.z) q = hsl.z+hsl.y-(hsl.z*hsl.y); p = 2*hsl.z-q; tr = hsl.x+0.3333; tg = hsl.x; tb = hsl.x-0.3333;

//Normalize temporary R value if (tr < 0 )tr = tr + 1.0; else if (tr > 1.0)tr = tr - 1.0;

//Normalize temporary G value if (tg < 0 )tg = tg + 1.0; else if (tg > 1.0)tg = tg - 1.0;

//Normalize temporary B value if (tb < 0 )tb = tb + 1.0; else if (tb > 1.0)tb = tb - 1.0;

//Calculate R value if (tr < 0.1666)rgb.x = p+((q-p)*6*tr); else if (0.1666 <= tr < 0.5)rgb.x = q; else if (0.5 <= tr < 0.6666)rgb.x = p+((q-p)*6*(0.6666-tr)); else if (0.6666 <= tr) rgb.x = p;

//Calculate G value if (tg < 0.1666)rgb.y = p+((q-p)*6*tg); else if (0.1666 <= tg < 0.5)rgb.y = q; else if (0.5 <= tg < 0.6666)rgb.y = p+((q-p)*6*(0.6666-tg)); else if (0.6666 <= tg) rgb.y = p;

//Caluclate B value if (tb < 0.1666)rgb.z = p+((q-p)*6*tb); else if (0.1666 <= tb < 0.5)rgb.z = q; else if (0.5 <= tb < 0.6666)rgb.z = p+((q-p)*6*(0.6666-tb)); else if (0.6666 <= tb) rgb.z = p;

//Return the result return rgb; } </lsl>