44 lines
1.2 KiB
C++
44 lines
1.2 KiB
C++
#include <glm/ext/vector_float3.hpp>
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#include <math.h>
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#include "../lib/djstdlib/core.h"
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real32 hue_to_rgb(real32 p, real32 q, real32 t) {
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if (t < 0) {
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t += 1;
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} else if (t > 1) {
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t -= 1;
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}
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if (t < 1.0f / 6) return p + (q - p) * 6 * t;
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if (t < 1.0f / 2) return q;
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if (t < 2.0f / 3) return p + (q - p) * (2.0f / 3 - t) * 6;
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return p;
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};
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glm::vec3 hsl_to_hex(real32 h, real32 s, real32 l) {
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h /= 360;
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s /= 100;
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l /= 100;
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real32 r, g, b;
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if (s == 0) {
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r = g = b = l;
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} else {
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real32 q = l < 0.5f ? l * (1 + s) : l + s - l * s;
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real32 p = 2 * l - q;
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r = hue_to_rgb(p, q, h + 1.0f / 3);
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g = hue_to_rgb(p, q, h);
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b = hue_to_rgb(p, q, h - 1.0f / 3);
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}
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return glm::vec3(r, g, b);
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}
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glm::vec3 color_from_index(int index) {
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real32 color_wheel_cycle = floorf(index / 6.0f);
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real32 darkness_cycle = floorf(index / 12.0f);
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real32 spacing = (360.0f / 6.0f);
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real32 offset = color_wheel_cycle == 0 ? 0 : spacing / (color_wheel_cycle + 2);
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real32 hue = spacing * (index % 6) + offset;
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real32 saturation = 100.0f;
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real32 lightness = 1.0f / (2 + darkness_cycle) * 100;
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return hsl_to_hex(hue, saturation, lightness);
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}
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