5 #define colormapPaletteColor(c, isPants) colormapPaletteColor_(c, isPants, time)
7 vector colormapPaletteColor_(int c, bool isPants, float t)
11 case 0: return '1.000000 1.000000 1.000000';
12 case 1: return '1.000000 0.333333 0.000000';
13 case 2: return '0.000000 1.000000 0.501961';
14 case 3: return '0.000000 1.000000 0.000000';
15 case 4: return '1.000000 0.000000 0.000000';
16 case 5: return '0.000000 0.666667 1.000000';
17 case 6: return '0.000000 1.000000 1.000000';
18 case 7: return '0.501961 1.000000 0.000000';
19 case 8: return '0.501961 0.000000 1.000000';
20 case 9: return '1.000000 0.000000 1.000000';
21 case 10: return '1.000000 0.000000 0.501961';
22 case 11: return '0.000000 0.000000 1.000000';
23 case 12: return '1.000000 1.000000 0.000000';
24 case 13: return '0.000000 0.333333 1.000000';
25 case 14: return '1.000000 0.666667 0.000000';
28 return '1 0 0' * (0.502 + 0.498 * sin(t / M_E + 0))
29 + '0 1 0' * (0.502 + 0.498 * sin(t / M_E + M_PI * 2 / 3))
30 + '0 0 1' * (0.502 + 0.498 * sin(t / M_E + M_PI * 4 / 3));
32 return '1 0 0' * (0.502 + 0.498 * sin(t / M_PI + M_PI * 5 / 3))
33 + '0 1 0' * (0.502 + 0.498 * sin(t / M_PI + M_PI))
34 + '0 0 1' * (0.502 + 0.498 * sin(t / M_PI + M_PI * 1 / 3));
35 default: return '0.000 0.000 0.000';
40 float rgb_mi_ma_to_hue(vector rgb, float mi, float ma)
48 if (rgb.y >= rgb.z) return (rgb.y - rgb.z) / (ma - mi);
49 else return (rgb.y - rgb.z) / (ma - mi) + 6;
53 return (rgb.z - rgb.x) / (ma - mi) + 2;
55 else // if(ma == rgb_z)
57 return (rgb.x - rgb.y) / (ma - mi) + 4;
62 vector hue_mi_ma_to_rgb(float hue, float mi, float ma)
66 hue -= 6 * floor(hue / 6);
68 // else if(ma == rgb_x)
69 // hue = 60 * (rgb_y - rgb_z) / (ma - mi);
73 rgb.y = hue * (ma - mi) + mi;
76 // else if(ma == rgb_y)
77 // hue = 60 * (rgb_z - rgb_x) / (ma - mi) + 120;
80 rgb.x = (2 - hue) * (ma - mi) + mi;
88 rgb.z = (hue - 2) * (ma - mi) + mi;
90 // else // if(ma == rgb_z)
91 // hue = 60 * (rgb_x - rgb_y) / (ma - mi) + 240;
95 rgb.y = (4 - hue) * (ma - mi) + mi;
100 rgb.x = (hue - 4) * (ma - mi) + mi;
104 // else if(ma == rgb_x)
105 // hue = 60 * (rgb_y - rgb_z) / (ma - mi);
110 rgb.z = (6 - hue) * (ma - mi) + mi;
117 vector rgb_to_hsv(vector rgb)
122 mi = min(rgb.x, rgb.y, rgb.z);
123 ma = max(rgb.x, rgb.y, rgb.z);
125 hsv.x = rgb_mi_ma_to_hue(rgb, mi, ma);
128 if (ma == 0) hsv.y = 0;
129 else hsv.y = 1 - mi / ma;
135 vector hsv_to_rgb(vector hsv)
137 return hue_mi_ma_to_rgb(hsv.x, hsv.z * (1 - hsv.y), hsv.z);
141 vector rgb_to_hsl(vector rgb)
146 mi = min(rgb.x, rgb.y, rgb.z);
147 ma = max(rgb.x, rgb.y, rgb.z);
149 hsl.x = rgb_mi_ma_to_hue(rgb, mi, ma);
151 hsl.z = 0.5 * (mi + ma);
152 if (mi == ma) hsl.y = 0;
153 else if (hsl.z <= 0.5) hsl.y = (ma - mi) / (2 * hsl.z);
154 else // if(hsl_z > 0.5)
155 hsl.y = (ma - mi) / (2 - 2 * hsl.z);
161 vector hsl_to_rgb(vector hsl)
163 float mi, ma, maminusmi;
165 if (hsl.z <= 0.5) maminusmi = hsl.y * 2 * hsl.z;
166 else maminusmi = hsl.y * (2 - 2 * hsl.z);
168 // hsl_z = 0.5 * mi + 0.5 * ma
169 // maminusmi = - mi + ma
170 mi = hsl.z - 0.5 * maminusmi;
171 ma = hsl.z + 0.5 * maminusmi;
173 return hue_mi_ma_to_rgb(hsl.x, mi, ma);
177 string rgb_to_hexcolor(vector rgb)
181 DEC_TO_HEXDIGIT(floor(rgb.x * 15 + 0.5)),
182 DEC_TO_HEXDIGIT(floor(rgb.y * 15 + 0.5)),
183 DEC_TO_HEXDIGIT(floor(rgb.z * 15 + 0.5))