Пример #1
0
float distanceBetween(ofColor a,ofColor b) {
    float hue = a.getHue()/255.0f *TWO_PI;
    float hue2 = b.getHue()/255.0f * TWO_PI;
    ofVec3f v1((cos(hue) * a.getSaturation()/255.0f),
               (sin(hue) * a.getSaturation()/255.0f), a.getBrightness()/255.0f);
    ofVec3f v2((cos(hue2) * b.getSaturation()/255.0f),
               (sin(hue2) * b.getSaturation()/255.0f), b.getBrightness()/255.0f);
    return v1.distance(v2);
}
Пример #2
0
ofColor rotateRYB(ofColor col,int theta) {
    
    float h = (float) col.getHue()/255.0 * 360;
    vector<float> hsb;
    hsb.push_back((float) col.getHue()/255.0) ;
    hsb.push_back((float) col.getSaturation()/255.0) ;
    hsb.push_back((float) col.getBrightness()/255.0) ;
    theta %= 360;
    
    float resultHue = 0;
    
    vector<ofVec2f> RYB_WHEEL = getRYB_WHEEL();
    
    for (int i = 0; i < RYB_WHEEL.size() - 1; i++) {
        ofVec2f p = RYB_WHEEL[i];
        ofVec2f q = RYB_WHEEL[i + 1];
        if (q.y < p.y) {
            q.y += 360;
        }
        if (p.y <= h && h <= q.y) {
            resultHue = p.x + (q.x - p.x) * (h - p.y) / (q.y - p.y);
            break;
        }
    }
    
    //fmod = %, ie remainder
    
    // And the user-given angle (e.g. complement).
    resultHue = fmod((resultHue + theta),360);
    
    // For the given angle, find out what hue is
    // located there on the artistic color wheel.
    for (int i = 0; i < RYB_WHEEL.size() - 1; i++) {
        ofVec2f p = RYB_WHEEL[i];
        ofVec2f q = RYB_WHEEL[i + 1];
        if (q.y < p.y) {
            q.y += 360;
        }
        if (p.x <= resultHue && resultHue <= q.x) {
            h = p.y + (q.y - p.y) * (resultHue - p.x) / (q.x - p.x);
            break;
        }
    }
    
    hsb[0] = fmod(h, 360) / 360.0f;
    
    ofColor newCol;
    newCol.setHsb(hsb[0]*255, hsb[1]*255, hsb[2]*255);
    return newCol;
}
Пример #3
0
//--------------------------------------------------------------
void DevicePacket::computeColor(const ofColor& deviceColor, bool isColor, bool isInvert)
{
	float volume = isInvert ? 1.0f-m_volume : m_volume;

	if (isColor)
	{
		m_color.setHue(deviceColor.getHue());
		m_color.setSaturation(deviceColor.getSaturation());
		m_color.setBrightness(volume*255.0f);
	}
	else
	{
		m_color.set(volume*255.0f,volume*255.0f,volume*255.0f);
	}
}
Пример #4
0
void testApp::drawCube(float x_,float y_,float z_,ofColor top_, ofColor bottom_, ofColor front_, ofColor back_, ofColor left_, ofColor right_){

    float x = x_/2;
    float y = y_/2;
    float z = z_/2;
    
    
    glBegin(GL_QUADS);

    pSetHSV(top_.getHue(),top_.getSaturation(),top_.getBrightness());
    glColor3f(cols[0],cols[1],cols[2]);
    glVertex3f( x, y,-z);          // Top Right Of The Quad (Top)
    glVertex3f(-x, y,-z);          // Top Left Of The Quad (Top)
    glVertex3f(-x, y, z);          // Bottom Left Of The Quad (Top)
    glVertex3f( x, y, z);          // Bottom Right Of The Quad (Top)

    pSetHSV(bottom_.getHue(),bottom_.getSaturation(),bottom_.getBrightness());
    glColor3f(cols[0],cols[1],cols[2]);
    glVertex3f( x,-y, z);          // Top Right Of The Quad (Bottom)
    glVertex3f(-x,-y, z);          // Top Left Of The Quad (Bottom)
    glVertex3f(-x,-y,-z);          // Bottom Left Of The Quad (Bottom)
    glVertex3f( x,-y,-z);          // Bottom Right Of The Quad (Bottom)

    pSetHSV(front_.getHue(),front_.getSaturation(),front_.getBrightness());
    glColor3f(cols[0],cols[1],cols[2]);
    glVertex3f( x, y, z);          // Top Right Of The Quad (Front)
    glVertex3f(-x, y, z);          // Top Left Of The Quad (Front)
    pSetHSV(60,100,100);
    glColor3f(cols[0],cols[1],cols[2]);
    glVertex3f(-x,-y, z);          // Bottom Left Of The Quad (Front)
    glVertex3f( x,-y, z);          // Bottom Right Of The Quad (Front)
    
    pSetHSV(back_.getHue(),back_.getSaturation(),back_.getBrightness());
    glColor3f(cols[0],cols[1],cols[2]);
    glVertex3f( x,-y,-z);          // Bottom Left Of The Quad (Back)
    glVertex3f(-x,-y,-z);          // Bottom Right Of The Quad (Back)
    glVertex3f(-x, y,-z);          // Top Right Of The Quad (Back)
    glVertex3f( x, y,-z);          // Top Left Of The Quad (Back)

    pSetHSV(left_.getHue(),left_.getSaturation(),left_.getBrightness());
    glColor3f(cols[0],cols[1],cols[2]);
    glVertex3f(-x, y, z);          // Top Right Of The Quad (Left)
    glVertex3f(-x, y,-z);          // Top Left Of The Quad (Left)
    glVertex3f(-x,-y,-z);          // Bottom Left Of The Quad (Left)
    glVertex3f(-x,-y, z);          // Bottom Right Of The Quad (Left)

    pSetHSV(right_.getHue(),right_.getSaturation(),right_.getBrightness());
    glColor3f(cols[0],cols[1],cols[2]);
    glVertex3f( x, y,-z);          // Top Right Of The Quad (Right)
    glVertex3f( x, y, z);          // Top Left Of The Quad (Right)
    glVertex3f( x,-y, z);          // Bottom Left Of The Quad (Right)
    glVertex3f( x,-y,-z);          // Bottom Right Of The Quad (Right)

    glEnd();                        // Done Drawing The Quad

}
//--------------------------------------------------------------
// sort by saturation function
bool sortSaturation( ofColor a, ofColor b){
	return( a.getSaturation() < b.getSaturation() );
}