--- /dev/null
+///////////////////////////////////////////////////////////////////////////
+//
+// Copyright (c) 2002, Industrial Light & Magic, a division of Lucas
+// Digital Ltd. LLC
+//
+// All rights reserved.
+//
+// Redistribution and use in source and binary forms, with or without
+// modification, are permitted provided that the following conditions are
+// met:
+// * Redistributions of source code must retain the above copyright
+// notice, this list of conditions and the following disclaimer.
+// * Redistributions in binary form must reproduce the above
+// copyright notice, this list of conditions and the following disclaimer
+// in the documentation and/or other materials provided with the
+// distribution.
+// * Neither the name of Industrial Light & Magic nor the names of
+// its contributors may be used to endorse or promote products derived
+// from this software without specific prior written permission.
+//
+// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+//
+///////////////////////////////////////////////////////////////////////////
+
+
+
+#ifndef INCLUDED_IMATHCOLORALGO_H
+#define INCLUDED_IMATHCOLORALGO_H
+
+
+#include "ImathColor.h"
+#include "ImathMath.h"
+#include "ImathLimits.h"
+
+namespace Imath {
+
+
+//
+// Non-templated helper routines for color conversion.
+// These routines eliminate type warnings under g++.
+//
+
+Vec3<double> hsv2rgb_d(const Vec3<double> &hsv);
+
+Color4<double> hsv2rgb_d(const Color4<double> &hsv);
+
+
+Vec3<double> rgb2hsv_d(const Vec3<double> &rgb);
+
+Color4<double> rgb2hsv_d(const Color4<double> &rgb);
+
+
+//
+// Color conversion functions and general color algorithms
+//
+// hsv2rgb(), rgb2hsv(), rgb2packed(), packed2rgb()
+// see each funtion definition for details.
+//
+
+template<class T>
+Vec3<T>
+hsv2rgb(const Vec3<T> &hsv)
+{
+ if ( limits<T>::isIntegral() )
+ {
+ Vec3<double> v = Vec3<double>(hsv.x / double(limits<T>::max()),
+ hsv.y / double(limits<T>::max()),
+ hsv.z / double(limits<T>::max()));
+ Vec3<double> c = hsv2rgb_d(v);
+ return Vec3<T>((T) (c.x * limits<T>::max()),
+ (T) (c.y * limits<T>::max()),
+ (T) (c.z * limits<T>::max()));
+ }
+ else
+ {
+ Vec3<double> v = Vec3<double>(hsv.x, hsv.y, hsv.z);
+ Vec3<double> c = hsv2rgb_d(v);
+ return Vec3<T>((T) c.x, (T) c.y, (T) c.z);
+ }
+}
+
+
+template<class T>
+Color4<T>
+hsv2rgb(const Color4<T> &hsv)
+{
+ if ( limits<T>::isIntegral() )
+ {
+ Color4<double> v = Color4<double>(hsv.r / float(limits<T>::max()),
+ hsv.g / float(limits<T>::max()),
+ hsv.b / float(limits<T>::max()),
+ hsv.a / float(limits<T>::max()));
+ Color4<double> c = hsv2rgb_d(v);
+ return Color4<T>((T) (c.r * limits<T>::max()),
+ (T) (c.g * limits<T>::max()),
+ (T) (c.b * limits<T>::max()),
+ (T) (c.a * limits<T>::max()));
+ }
+ else
+ {
+ Color4<double> v = Color4<double>(hsv.r, hsv.g, hsv.g, hsv.a);
+ Color4<double> c = hsv2rgb_d(v);
+ return Color4<T>((T) c.r, (T) c.g, (T) c.b, (T) c.a);
+ }
+}
+
+
+template<class T>
+Vec3<T>
+rgb2hsv(const Vec3<T> &rgb)
+{
+ if ( limits<T>::isIntegral() )
+ {
+ Vec3<double> v = Vec3<double>(rgb.x / double(limits<T>::max()),
+ rgb.y / double(limits<T>::max()),
+ rgb.z / double(limits<T>::max()));
+ Vec3<double> c = rgb2hsv_d(v);
+ return Vec3<T>((T) (c.x * limits<T>::max()),
+ (T) (c.y * limits<T>::max()),
+ (T) (c.z * limits<T>::max()));
+ }
+ else
+ {
+ Vec3<double> v = Vec3<double>(rgb.x, rgb.y, rgb.z);
+ Vec3<double> c = rgb2hsv_d(v);
+ return Vec3<T>((T) c.x, (T) c.y, (T) c.z);
+ }
+}
+
+
+template<class T>
+Color4<T>
+rgb2hsv(const Color4<T> &rgb)
+{
+ if ( limits<T>::isIntegral() )
+ {
+ Color4<double> v = Color4<double>(rgb.r / float(limits<T>::max()),
+ rgb.g / float(limits<T>::max()),
+ rgb.b / float(limits<T>::max()),
+ rgb.a / float(limits<T>::max()));
+ Color4<double> c = rgb2hsv_d(v);
+ return Color4<T>((T) (c.r * limits<T>::max()),
+ (T) (c.g * limits<T>::max()),
+ (T) (c.b * limits<T>::max()),
+ (T) (c.a * limits<T>::max()));
+ }
+ else
+ {
+ Color4<double> v = Color4<double>(rgb.r, rgb.g, rgb.g, rgb.a);
+ Color4<double> c = rgb2hsv_d(v);
+ return Color4<T>((T) c.r, (T) c.g, (T) c.b, (T) c.a);
+ }
+}
+
+template <class T>
+PackedColor
+rgb2packed(const Vec3<T> &c)
+{
+ if ( limits<T>::isIntegral() )
+ {
+ float x = c.x / float(limits<T>::max());
+ float y = c.y / float(limits<T>::max());
+ float z = c.z / float(limits<T>::max());
+ return rgb2packed( V3f(x,y,z) );
+ }
+ else
+ {
+ return ( (PackedColor) (c.x * 255) |
+ (((PackedColor) (c.y * 255)) << 8) |
+ (((PackedColor) (c.z * 255)) << 16) | 0xFF000000 );
+ }
+}
+
+template <class T>
+PackedColor
+rgb2packed(const Color4<T> &c)
+{
+ if ( limits<T>::isIntegral() )
+ {
+ float r = c.r / float(limits<T>::max());
+ float g = c.g / float(limits<T>::max());
+ float b = c.b / float(limits<T>::max());
+ float a = c.a / float(limits<T>::max());
+ return rgb2packed( C4f(r,g,b,a) );
+ }
+ else
+ {
+ return ( (PackedColor) (c.r * 255) |
+ (((PackedColor) (c.g * 255)) << 8) |
+ (((PackedColor) (c.b * 255)) << 16) |
+ (((PackedColor) (c.a * 255)) << 24));
+ }
+}
+
+//
+// This guy can't return the result because the template
+// parameter would not be in the function signiture. So instead,
+// its passed in as an argument.
+//
+
+template <class T>
+void
+packed2rgb(PackedColor packed, Vec3<T> &out)
+{
+ if ( limits<T>::isIntegral() )
+ {
+ T f = limits<T>::max() / ((PackedColor)0xFF);
+ out.x = (packed & 0xFF) * f;
+ out.y = ((packed & 0xFF00) >> 8) * f;
+ out.z = ((packed & 0xFF0000) >> 16) * f;
+ }
+ else
+ {
+ T f = T(1) / T(255);
+ out.x = (packed & 0xFF) * f;
+ out.y = ((packed & 0xFF00) >> 8) * f;
+ out.z = ((packed & 0xFF0000) >> 16) * f;
+ }
+}
+
+template <class T>
+void
+packed2rgb(PackedColor packed, Color4<T> &out)
+{
+ if ( limits<T>::isIntegral() )
+ {
+ T f = limits<T>::max() / ((PackedColor)0xFF);
+ out.r = (packed & 0xFF) * f;
+ out.g = ((packed & 0xFF00) >> 8) * f;
+ out.b = ((packed & 0xFF0000) >> 16) * f;
+ out.a = ((packed & 0xFF000000) >> 24) * f;
+ }
+ else
+ {
+ T f = T(1) / T(255);
+ out.r = (packed & 0xFF) * f;
+ out.g = ((packed & 0xFF00) >> 8) * f;
+ out.b = ((packed & 0xFF0000) >> 16) * f;
+ out.a = ((packed & 0xFF000000) >> 24) * f;
+ }
+}
+
+
+} // namespace Imath
+
+#endif