diff --git a/examples/models/models_waving_cubes.c b/examples/models/models_waving_cubes.c index f6309bd6d..764dc5e70 100644 --- a/examples/models/models_waving_cubes.c +++ b/examples/models/models_waving_cubes.c @@ -84,7 +84,7 @@ int main() }; // Pick a color with a hue depending on cube position for the rainbow color effect - Color cubeColor = ColorFromHSV((Vector3){ (float)(((x + y + z)*18)%360), 0.75f, 0.9f }); + Color cubeColor = ColorFromHSV((float)(((x + y + z)*18)%360), 0.75f, 0.9f); // Calculate cube size float cubeSize = (2.4f - scale)*blockScale; diff --git a/examples/text/text_unicode.c b/examples/text/text_unicode.c index 3a4ed482a..161d46771 100644 --- a/examples/text/text_unicode.c +++ b/examples/text/text_unicode.c @@ -311,8 +311,7 @@ static void RandomizeEmoji(void) emoji[i].index = GetRandomValue(0, 179)*5; // Generate a random color for this emoji - Vector3 hsv = {(start*(i + 1))%360, 0.6f, 0.85f}; - emoji[i].color = Fade(ColorFromHSV(hsv), 0.8f); + emoji[i].color = Fade(ColorFromHSV((float)((start*(i + 1))%360), 0.6f, 0.85f), 0.8f); // Set a random message for this emoji emoji[i].message = GetRandomValue(0, SIZEOF(messages) - 1); diff --git a/src/raylib.h b/src/raylib.h index 74c565923..9193d3789 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -1204,7 +1204,7 @@ RLAPI int ColorToInt(Color color); // R RLAPI Vector4 ColorNormalize(Color color); // Returns Color normalized as float [0..1] RLAPI Color ColorFromNormalized(Vector4 normalized); // Returns Color from normalized values [0..1] RLAPI Vector3 ColorToHSV(Color color); // Returns HSV values for a Color -RLAPI Color ColorFromHSV(Vector3 hsv); // Returns a Color from HSV values +RLAPI Color ColorFromHSV(float hue, float saturation, float value); // Returns a Color from HSV values RLAPI Color ColorAlpha(Color color, float alpha); // Returns color with alpha applied, alpha goes from 0.0f to 1.0f RLAPI Color ColorAlphaBlend(Color dst, Color src, Color tint); // Returns src alpha-blended into dst color with tint RLAPI Color GetColor(int hexValue); // Get Color structure from hexadecimal value diff --git a/src/textures.c b/src/textures.c index 1889fdd09..b54cfd339 100644 --- a/src/textures.c +++ b/src/textures.c @@ -3433,34 +3433,35 @@ Vector3 ColorToHSV(Color color) // 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 -Color ColorFromHSV(Vector3 hsv) +// Hue is provided in degrees: [0..360] +// Saturation/Value are provided normalized: [0.0f..1.0f] +Color ColorFromHSV(float hue, float saturation, float value) { Color color = { 0, 0, 0, 255 }; - float h = hsv.x, s = hsv.y, v = hsv.z; // Red channel - float k = fmodf((5.0f + h/60.0f), 6); + float k = fmodf((5.0f + hue/60.0f), 6); float t = 4.0f - k; k = (t < k)? t : k; k = (k < 1)? k : 1; k = (k > 0)? k : 0; - color.r = (unsigned char)((v - v*s*k)*255.0f); + color.r = (unsigned char)((value - value*saturation*k)*255.0f); // Green channel - k = fmodf((3.0f + h/60.0f), 6); + k = fmodf((3.0f + hue/60.0f), 6); t = 4.0f - k; k = (t < k)? t : k; k = (k < 1)? k : 1; k = (k > 0)? k : 0; - color.g = (unsigned char)((v - v*s*k)*255.0f); + color.g = (unsigned char)((value - value*saturation*k)*255.0f); // Blue channel - k = fmodf((1.0f + h/60.0f), 6); + k = fmodf((1.0f + hue/60.0f), 6); t = 4.0f - k; k = (t < k)? t : k; k = (k < 1)? k : 1; k = (k > 0)? k : 0; - color.b = (unsigned char)((v - v*s*k)*255.0f); + color.b = (unsigned char)((value - value*saturation*k)*255.0f); return color; }