V2 llmath merge
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@@ -227,6 +227,40 @@ const LLColor4& LLColor4::setVec(const LLColor3 &vec, F32 a)
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return (*this);
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}
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void LLColor4::setValue(const LLSD& sd)
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{
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#if 0
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// Clamping on setValue from LLSD is inconsistent with other set behavior
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F32 val;
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bool out_of_range = false;
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val = sd[0].asReal();
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mV[0] = llclamp(val, 0.f, 1.f);
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out_of_range = mV[0] != val;
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val = sd[1].asReal();
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mV[1] = llclamp(val, 0.f, 1.f);
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out_of_range |= mV[1] != val;
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val = sd[2].asReal();
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mV[2] = llclamp(val, 0.f, 1.f);
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out_of_range |= mV[2] != val;
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val = sd[3].asReal();
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mV[3] = llclamp(val, 0.f, 1.f);
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out_of_range |= mV[3] != val;
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if (out_of_range)
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{
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llwarns << "LLSD color value out of range!" << llendl;
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}
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#else
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mV[0] = (F32) sd[0].asReal();
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mV[1] = (F32) sd[1].asReal();
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mV[2] = (F32) sd[2].asReal();
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mV[3] = (F32) sd[3].asReal();
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#endif
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}
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const LLColor4& LLColor4::operator=(const LLColor3 &a)
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{
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mV[VX] = a.mV[VX];
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@@ -271,6 +305,42 @@ LLColor4 vec3to4(const LLColor3 &vec)
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return temp;
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}
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static F32 hueToRgb ( F32 val1In, F32 val2In, F32 valHUeIn )
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{
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if ( valHUeIn < 0.0f ) valHUeIn += 1.0f;
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if ( valHUeIn > 1.0f ) valHUeIn -= 1.0f;
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if ( ( 6.0f * valHUeIn ) < 1.0f ) return ( val1In + ( val2In - val1In ) * 6.0f * valHUeIn );
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if ( ( 2.0f * valHUeIn ) < 1.0f ) return ( val2In );
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if ( ( 3.0f * valHUeIn ) < 2.0f ) return ( val1In + ( val2In - val1In ) * ( ( 2.0f / 3.0f ) - valHUeIn ) * 6.0f );
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return ( val1In );
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}
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void LLColor4::setHSL ( F32 hValIn, F32 sValIn, F32 lValIn)
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{
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if ( sValIn < 0.00001f )
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{
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mV[VRED] = lValIn;
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mV[VGREEN] = lValIn;
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mV[VBLUE] = lValIn;
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}
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else
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{
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F32 interVal1;
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F32 interVal2;
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if ( lValIn < 0.5f )
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interVal2 = lValIn * ( 1.0f + sValIn );
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else
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interVal2 = ( lValIn + sValIn ) - ( sValIn * lValIn );
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interVal1 = 2.0f * lValIn - interVal2;
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mV[VRED] = hueToRgb ( interVal1, interVal2, hValIn + ( 1.f / 3.f ) );
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mV[VGREEN] = hueToRgb ( interVal1, interVal2, hValIn );
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mV[VBLUE] = hueToRgb ( interVal1, interVal2, hValIn - ( 1.f / 3.f ) );
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}
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}
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void LLColor4::calcHSL(F32* hue, F32* saturation, F32* luminance) const
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{
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F32 var_R = mV[VRED];
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