Review code formatting on ColorFromHSV()

Following raylib notation rules
This commit is contained in:
Ray 2019-01-14 13:49:17 +01:00
parent c16fcddf8b
commit e811279a75
2 changed files with 26 additions and 26 deletions

View file

@ -1446,36 +1446,36 @@ Vector3 ColorToHSV(Color color)
} }
// Returns a Color from HSV values // Returns a Color from HSV values
// Implementation reference: https://en.wikipedia.org/wiki/HSL_and_HSV#Alternative_HSV_conversion
// NOTE: Color->HSV->Color conversion will not yield exactly the same color due to rounding errors // NOTE: Color->HSV->Color conversion will not yield exactly the same color due to rounding errors
Color ColorFromHSV(Vector3 hsv, unsigned char alpha) Color ColorFromHSV(Vector3 hsv)
{ {
// implementation details at https://en.wikipedia.org/wiki/HSL_and_HSV#Alternative_HSV_conversion Color color = { 0, 0, 0, 255 };
float h = hsv.x, s=hsv.y, v=hsv.z; float h = hsv.x, s = hsv.y, v = hsv.z;
Color color = {0,0,0,alpha};
//red // Red channel
float k = fmod((5.+h/60.),6); float k = fmod((5.0f + h/60.0f), 6);
float t = 4.-k; float t = 4.0f - k;
k = t<k?t:k; k = (t < k) ? t : k;
k = k<1?k:1; k = (k < 1) ? k : 1;
k = k>0?k:0; k = (k > 0) ? k : 0;
color.r = (v-v*s*k)*255; color.r = (v - v*s*k)*255;
//green // Green channel
k = fmod((3.+h/60.),6); k = fmod((3.0f + h/60.0f), 6);
t = 4.-k; t = 4.0f - k;
k = t<k?t:k; k = (t < k) ? t : k;
k = k<1?k:1; k = (k < 1) ? k : 1;
k = k>0?k:0; k = (k > 0) ? k : 0;
color.g =(v-v*s*k)*255; color.g = (v - v*s*k)*255;
//blue // Blue channel
k = fmod((1.+h/60.),6); k = fmod((1.0f + h/60.0f), 6);
t = 4.-k; t = 4.0f - k;
k = t<k?t:k; k = (t < k) ? t : k;
k = k<1?k:1; k = (k < 1) ? k : 1;
k = k>0?k:0; k = (k > 0) ? k : 0;
color.b = (v-v*s*k)*255; color.b = (v - v*s*k)*255;
return color; return color;
} }

View file

@ -891,7 +891,7 @@ RLAPI double GetTime(void); // Returns ela
RLAPI int ColorToInt(Color color); // Returns hexadecimal value for a Color RLAPI int ColorToInt(Color color); // Returns hexadecimal value for a Color
RLAPI Vector4 ColorNormalize(Color color); // Returns color normalized as float [0..1] RLAPI Vector4 ColorNormalize(Color color); // Returns color normalized as float [0..1]
RLAPI Vector3 ColorToHSV(Color color); // Returns HSV values for a Color RLAPI Vector3 ColorToHSV(Color color); // Returns HSV values for a Color
RLAPI Color ColorFromHSV(Vector3 hsv, unsigned char alpha); // Returns a Color from HSV values (NOTE: some precision is lost due to rounding errors) RLAPI Color ColorFromHSV(Vector3 hsv); // Returns a Color from HSV values
RLAPI Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value RLAPI Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value
RLAPI Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f RLAPI Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f