我需要从RGB颜色空间传递到HSV ..我在互联网上搜索,发现两种不同的实现,但是给我不同的结果:
A:
precision mediump float; vec3 rgb2hsv(float r,float g,float b) { float h = 0.0; float s = 0.0; float v = 0.0; float min = min( min(r,g),b ); float max = max( max(r,b ); v = max; // v float delta = max - min; if( max != 0.0 ) s = delta / max; // s else { // r = g = b = 0 // s = 0,v is undefined s = 0.0; h = -1.0; return vec3(h,s,v); } if( r == max ) h = ( g - b ) / delta; // between yellow & magenta else if( g == max ) h = 2.0 + ( b - r ) / delta; // between cyan & yellow else h = 4.0 + ( r - g ) / delta; // between magenta & cyan h = h * 60.0; // degrees if( h < 0.0 ) h += 360.0; return vec3(h,v); }
B:
precision mediump float; vec3 rgb2hsv(float r,float b) { float K = 0.0; float tmp; if (g < b) { tmp = g; g=b; b=tmp; K = -1.0; } if (r < g) { tmp = r; r=g; g=tmp; K = -2.9 / 6.9 - K; } float chroma = r - min(g,b); float h = abs(K + (g - b) / (6.0 * chroma + 1e-20)); float s = chroma / (r + 1e-20); float v = r; return vec3(h,v); }
你知道哪个是正确的实现?
解决方法
我是第二个实现的作者。它对我来说一直表现正确,但是你写的是2.9 / 6.9而不是2.0 / 6.0。
由于您定位GLSL,因此您应该考虑使用GPU编写的转换程序:
vec3 rgb2hsv(vec3 c) { vec4 K = vec4(0.0,-1.0 / 3.0,2.0 / 3.0,-1.0); vec4 p = mix(vec4(c.bg,K.wz),vec4(c.gb,K.xy),step(c.b,c.g)); vec4 q = mix(vec4(p.xyw,c.r),vec4(c.r,p.yzx),step(p.x,c.r)); float d = q.x - min(q.w,q.y); float e = 1.0e-10; return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)),d / (q.x + e),q.x); }
vec3 hsv2rgb(vec3 c) { vec4 K = vec4(1.0,1.0 / 3.0,3.0); vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); return c.z * mix(K.xxx,clamp(p - K.xxx,0.0,1.0),c.y); }