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Initial commit of Command & Conquer Renegade source code.
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153
Code/ww3d2/colorspace.h
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153
Code/ww3d2/colorspace.h
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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***********************************************************************************************
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* *
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* Project Name : Colorspace *
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* *
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* $Archive:: /VSS_Sync/ww3d2/colorspace.h $*
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* *
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* Original Author:: Hector Yee *
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* *
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* $Author:: Vss_sync $*
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* *
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* $Modtime:: 8/29/01 9:50p $*
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* *
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* $Revision:: 1 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#if defined(_MSC_VER)
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#pragma once
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#endif
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#ifndef COLORSPACE_H
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#define COLORSPACE_H
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#include <wwmath.h>
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void RGB_To_HSV(Vector3 &hsv,const Vector3 &rgb);
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void HSV_To_RGB(Vector3 &rgb, const Vector3 &hsv);
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void Recolor(Vector3 &rgb, const Vector3 &hsv_shift);
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//---------------------------------------------------------------------
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// Color Conversions
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//---------------------------------------------------------------------
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inline void RGB_To_HSV(Vector3 &hsv,const Vector3 &rgb)
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// modified from Foley et al. page 592
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// converts rgb[0..1] to h [0,360), s and v in [0,1]
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// negative h values are to signify undefined
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{
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float max=WWMath::Max(rgb.X,rgb.Y);
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max=WWMath::Max(max,rgb.Z);
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float min=WWMath::Min(rgb.X,rgb.Y);
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min=WWMath::Min(min,rgb.Z);
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// value
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hsv.Z=max;
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// saturation
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hsv.Y=(max!=0.0f)?((max-min)/max):0.0f;
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if (hsv.Y==0.0f) hsv.X=-1.0f;
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else
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{
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float delta=max-min;
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if (rgb.X==max)
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hsv.X=(rgb.Y-rgb.Z)/delta;
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else if (rgb.Y==max)
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hsv.X=2.0f+ (rgb.Z-rgb.X)/delta;
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else if (rgb.Z==max)
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hsv.X=4.0f+ (rgb.X-rgb.Y)/delta;
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hsv.X*=60.0f;
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if (hsv.X<0.0f) hsv.X+=360.0f;
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}
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}
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inline void HSV_To_RGB(Vector3 &rgb, const Vector3 &hsv)
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{
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float h=hsv.X;
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float s=hsv.Y;
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float v=hsv.Z;
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if (hsv.Y==0.0f) {
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rgb.Set(v,v,v);
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} else {
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float f,p,q,t;
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int i;
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if (h==360.0f) h=0.0f;
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h/=60.0f;
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i=WWMath::Floor(h);
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f=h-i;
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p=v*(1.0f-s);
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q=v*(1.0f-(s*f));
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t=v*(1.0f-(s*(1.0f-f)));
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switch (i) {
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case 0:
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rgb.Set(v,t,p);
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break;
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case 1:
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rgb.Set(q,v,p);
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break;
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case 2:
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rgb.Set(p,v,t);
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break;
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case 3:
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rgb.Set(p,q,v);
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break;
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case 4:
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rgb.Set(t,p,v);
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break;
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case 5:
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rgb.Set(v,p,q);
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break;
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}
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}
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}
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inline void Recolor(Vector3 &rgb, const Vector3 &hsv_shift)
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{
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Vector3 hsv;
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RGB_To_HSV(hsv,rgb);
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// If the Hue has the "undefined flag" (a negative value), this means that the color is pure
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// monochrome. In this case do not shift the hue (it is undefined) or the saturation (it is 0
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// so it cannot be decreased, and increasing it would cause the undefined hue to actually
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// become visible). In this case, we only modify the value.
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if (hsv.X<0.0f) hsv+=Vector3(0.0f,0.0f,hsv_shift.Z);
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else hsv+=hsv_shift;
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// angular mod
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if (hsv.X<0.0f) hsv.X+=360.0f;
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if (hsv.X>360.0f) hsv.X-=360.0f;
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// clamp saturation and value
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hsv.Y=WWMath::Clamp(hsv.Y,0.0f,1.0f);
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hsv.Z=WWMath::Clamp(hsv.Z,0.0f,1.0f);
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HSV_To_RGB(rgb,hsv);
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}
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#endif
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