5 #define colormapPaletteColor(c, isPants) colormapPaletteColor_(c, isPants, time)
7 vector colormapPaletteColor_(int c, bool isPants, float t)
9 // these colors are defined in gfx/colormap_palette.pl
10 // to generate them run: perl gfx/colormap_palette.pl > gfx/colormap_palette.lmp
11 // it will save them to gfx/colormap_palette.lmp (in the lmp format)
12 // and prints the cases of the following switch so they can be copy-pasted here
16 // generated by gfx/colormap_palette.pl
17 case 0: return '1.000000 1.000000 1.000000';
18 case 1: return '1.000000 0.333333 0.000000';
19 case 2: return '0.000000 1.000000 0.501961';
20 case 3: return '0.000000 1.000000 0.000000';
21 case 4: return '1.000000 0.000000 0.000000';
22 case 5: return '0.000000 0.666667 1.000000';
23 case 6: return '0.000000 1.000000 1.000000';
24 case 7: return '0.501961 1.000000 0.000000';
25 case 8: return '0.501961 0.000000 1.000000';
26 case 9: return '1.000000 0.000000 1.000000';
27 case 10: return '1.000000 0.000000 0.501961';
28 case 11: return '0.000000 0.000000 1.000000';
29 case 12: return '1.000000 1.000000 0.000000';
30 case 13: return '0.000000 0.333333 1.000000';
31 case 14: return '1.000000 0.666667 0.000000';
34 return '1 0 0' * (0.502 + 0.498 * sin(t / M_E + 0))
35 + '0 1 0' * (0.502 + 0.498 * sin(t / M_E + M_PI * 2 / 3))
36 + '0 0 1' * (0.502 + 0.498 * sin(t / M_E + M_PI * 4 / 3));
38 return '1 0 0' * (0.502 + 0.498 * sin(t / M_PI + M_PI * 5 / 3))
39 + '0 1 0' * (0.502 + 0.498 * sin(t / M_PI + M_PI))
40 + '0 0 1' * (0.502 + 0.498 * sin(t / M_PI + M_PI * 1 / 3));
41 default: return '0.000 0.000 0.000';
46 float rgb_mi_ma_to_hue(vector rgb, float mi, float ma)
54 if (rgb.y >= rgb.z) return (rgb.y - rgb.z) / (ma - mi);
55 else return (rgb.y - rgb.z) / (ma - mi) + 6;
59 return (rgb.z - rgb.x) / (ma - mi) + 2;
61 else // if(ma == rgb_z)
63 return (rgb.x - rgb.y) / (ma - mi) + 4;
68 vector hue_mi_ma_to_rgb(float hue, float mi, float ma)
72 hue -= 6 * floor(hue / 6);
74 // else if(ma == rgb_x)
75 // hue = 60 * (rgb_y - rgb_z) / (ma - mi);
79 rgb.y = hue * (ma - mi) + mi;
82 // else if(ma == rgb_y)
83 // hue = 60 * (rgb_z - rgb_x) / (ma - mi) + 120;
86 rgb.x = (2 - hue) * (ma - mi) + mi;
94 rgb.z = (hue - 2) * (ma - mi) + mi;
96 // else // if(ma == rgb_z)
97 // hue = 60 * (rgb_x - rgb_y) / (ma - mi) + 240;
101 rgb.y = (4 - hue) * (ma - mi) + mi;
106 rgb.x = (hue - 4) * (ma - mi) + mi;
110 // else if(ma == rgb_x)
111 // hue = 60 * (rgb_y - rgb_z) / (ma - mi);
116 rgb.z = (6 - hue) * (ma - mi) + mi;
123 vector rgb_to_hsv(vector rgb)
128 mi = min(rgb.x, rgb.y, rgb.z);
129 ma = max(rgb.x, rgb.y, rgb.z);
131 hsv.x = rgb_mi_ma_to_hue(rgb, mi, ma);
134 if (ma == 0) hsv.y = 0;
135 else hsv.y = 1 - mi / ma;
141 vector hsv_to_rgb(vector hsv)
143 return hue_mi_ma_to_rgb(hsv.x, hsv.z * (1 - hsv.y), hsv.z);
147 vector rgb_to_hsl(vector rgb)
152 mi = min(rgb.x, rgb.y, rgb.z);
153 ma = max(rgb.x, rgb.y, rgb.z);
155 hsl.x = rgb_mi_ma_to_hue(rgb, mi, ma);
157 hsl.z = 0.5 * (mi + ma);
158 if (mi == ma) hsl.y = 0;
159 else if (hsl.z <= 0.5) hsl.y = (ma - mi) / (2 * hsl.z);
160 else // if(hsl_z > 0.5)
161 hsl.y = (ma - mi) / (2 - 2 * hsl.z);
167 vector hsl_to_rgb(vector hsl)
169 float mi, ma, maminusmi;
171 if (hsl.z <= 0.5) maminusmi = hsl.y * 2 * hsl.z;
172 else maminusmi = hsl.y * (2 - 2 * hsl.z);
174 // hsl_z = 0.5 * mi + 0.5 * ma
175 // maminusmi = - mi + ma
176 mi = hsl.z - 0.5 * maminusmi;
177 ma = hsl.z + 0.5 * maminusmi;
179 return hue_mi_ma_to_rgb(hsl.x, mi, ma);
183 string rgb_to_hexcolor(vector rgb)
187 DEC_TO_HEXDIGIT(floor(rgb.x * 15 + 0.5)),
188 DEC_TO_HEXDIGIT(floor(rgb.y * 15 + 0.5)),
189 DEC_TO_HEXDIGIT(floor(rgb.z * 15 + 0.5))