add Color.FromHSV
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455f4048df
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@ -1758,6 +1758,67 @@ namespace MoonWorks.Graphics
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}
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// Modified from one of the responses here:
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// https://stackoverflow.com/questions/3018313/algorithm-to-convert-rgb-to-hsv-and-hsv-to-rgb-in-range-0-255-for-both/6930407#6930407
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public static Color FromHSV(float r, float g, float b)
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{
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r = (100 + r) % 1f;
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float hueSlice = 6 * r; // [0, 6)
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float hueSliceInteger = MathF.Floor(hueSlice);
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// In [0,1) for each hue slice
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float hueSliceInterpolant = hueSlice - hueSliceInteger;
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Vector3 tempRGB = new Vector3(
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b * (1f - g),
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b * (1f - g * hueSliceInterpolant),
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b * (1f - g * (1f - hueSliceInterpolant))
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);
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// The idea here to avoid conditions is to notice that the conversion code can be rewritten:
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// if ( var_i == 0 ) { R = V ; G = TempRGB.z ; B = TempRGB.x }
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// else if ( var_i == 2 ) { R = TempRGB.x ; G = V ; B = TempRGB.z }
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// else if ( var_i == 4 ) { R = TempRGB.z ; G = TempRGB.x ; B = V }
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//
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// else if ( var_i == 1 ) { R = TempRGB.y ; G = V ; B = TempRGB.x }
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// else if ( var_i == 3 ) { R = TempRGB.x ; G = TempRGB.y ; B = V }
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// else if ( var_i == 5 ) { R = V ; G = TempRGB.x ; B = TempRGB.y }
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//
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// This shows several things:
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// . A separation between even and odd slices
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// . If slices (0,2,4) and (1,3,5) can be rewritten as basically being slices (0,1,2) then
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// the operation simply amounts to performing a "rotate right" on the RGB components
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// . The base value to rotate is either (V, B, R) for even slices or (G, V, R) for odd slices
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//
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float isOddSlice = hueSliceInteger % 2f; // 0 if even (slices 0, 2, 4), 1 if odd (slices 1, 3, 5)
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float threeSliceSelector = 0.5f * (hueSliceInteger - isOddSlice); // (0, 1, 2) corresponding to slices (0, 2, 4) and (1, 3, 5)
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Vector3 scrollingRGBForEvenSlices = new Vector3(b, tempRGB.Z, tempRGB.X); // (V, Temp Blue, Temp Red) for even slices (0, 2, 4)
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Vector3 scrollingRGBForOddSlices = new Vector3(tempRGB.Y, b, tempRGB.X); // (Temp Green, V, Temp Red) for odd slices (1, 3, 5)
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Vector3 scrollingRGB = Vector3.Lerp(scrollingRGBForEvenSlices, scrollingRGBForOddSlices, isOddSlice);
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float IsNotFirstSlice = MathHelper.Clamp(threeSliceSelector, 0f, 1f); // 1 if NOT the first slice (true for slices 1 and 2)
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float IsNotSecondSlice = MathHelper.Clamp(threeSliceSelector - 1f, 0f, 1f); // 1 if NOT the first or second slice (true only for slice 2)
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Vector3 color = Vector3.Lerp(
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scrollingRGB,
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Vector3.Lerp(
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new Vector3(scrollingRGB.Z, scrollingRGB.X, scrollingRGB.Y),
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new Vector3(scrollingRGB.Y, scrollingRGB.Z, scrollingRGB.X),
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IsNotSecondSlice
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),
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IsNotFirstSlice
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);
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return new Color(color);
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}
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public static Color FromHSV(int r, int g, int b)
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{
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return Color.FromHSV(r / 255f, g / 255f, b / 255f);
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}
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#endregion
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#endregion
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#region Public Static Operators and Override Methods
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#region Public Static Operators and Override Methods
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