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sys/color: fix rgb2hsv function
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@ -27,54 +27,74 @@
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void color_rgb2hsv(color_rgb_t *rgb, color_hsv_t *hsv)
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{
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float rd, gd, bd, delta;
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float rd, gd, bd, delta, min, max;
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int imax, imin, sector;
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/* norm RGB colors to the range [0 - 1.0] */
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rd = (float)rgb->r / 255.0f;
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gd = (float)rgb->g / 255.0f;
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bd = (float)rgb->b / 255.0f;
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/* find value as maximum of the three colors */
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if (rd >= gd) {
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hsv->v = (rd >= bd) ? rd : bd;
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}
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else {
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hsv->v = (gd >= bd) ? gd : bd;
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/* catch special case grey first */
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if (rgb->r == rgb->g && rgb->r == rgb->b) {
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hsv->v = (float)rgb->r * (1 / 255.0f);
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hsv->s = 0.0f;
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hsv->h = 0.0f; /* hue might be anything for grey, but it is not uncommon to use 0 */
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return;
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}
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/* compute delta from value and minimum of the three RGB colors */
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if (rd <= gd) {
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delta = (rd <= bd) ? (hsv->v - rd) : (hsv->v - bd);
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/* normalize RGB colors to the range [0 - 1.0] */
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/* multiplication is often faster than division -> using compile time constant */
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rd = (float)rgb->r * (1 / 255.0f);
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gd = (float)rgb->g * (1 / 255.0f);
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bd = (float)rgb->b * (1 / 255.0f);
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/* find maximum of the three colors and sector */
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/* using the comparing faster integer color value */
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imax = rgb->r;
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max = rd;
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sector = 0;
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if (rgb->g > imax) {
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imax = rgb->g;
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max = gd;
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sector = 1;
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}
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else {
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delta = (gd <= bd) ? (hsv->v - gd) : (hsv->v - bd);
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if (rgb->b > imax) {
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imax = rgb->b;
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max = bd;
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sector = 2;
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}
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/* value is maximum*/
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hsv->v = max;
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/* find of minimum the three RGB colors */
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imin = rgb->r;
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min = rd;
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if (rgb->g < imin) {
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imin = rgb->g;
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min = gd;
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}
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if (rgb->b < imin) {
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imin = rgb->b;
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min = bd;
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}
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/* compute delta from value and minimum*/
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delta = hsv->v - min;
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/* find the saturation from value and delta */
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hsv->s = (hsv->v != 0.0f) ? (delta / hsv->v) : 0.0f;
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/* special case gray r == g == b ^= min == max */
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hsv->s = delta / max;
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/* compute hue */
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hsv->h = 0.0f;
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if (hsv->s != 0.0f) {
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float rc, gc, bc;
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rc = (hsv->v - rd) / delta;
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gc = (hsv->v - gd) / delta;
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bc = (hsv->v - bd) / delta;
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if (rd == hsv->v) {
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hsv->h = bc - gc;
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}
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else if (gd == hsv->v) {
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hsv->h = 2.0f + rc - bc;
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}
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else {
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hsv->h = 4.0f + gc - rc;
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}
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hsv->h *= 60.0f;
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if (hsv->h < 0.0f) {
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hsv->h += 360.0f;
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}
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float p = 60.0f / delta;
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switch (sector){
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case 0:
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hsv->h = (gd - bd) * p;
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break;
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case 1:
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hsv->h = 120.0f + (bd - rd) * p;
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break;
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case 2:
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hsv->h = 240.0f + (rd - gd) * p;
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break;
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}
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if (hsv->h < 0.0f) {
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hsv->h += 360.0f;
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}
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}
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