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-rw-r--r--examples/models/models_waving_cubes.c2
-rw-r--r--examples/text/text_unicode.c3
-rw-r--r--src/raylib.h2
-rw-r--r--src/textures.c17
4 files changed, 12 insertions, 12 deletions
diff --git a/examples/models/models_waving_cubes.c b/examples/models/models_waving_cubes.c
index f6309bd6..764dc5e7 100644
--- a/examples/models/models_waving_cubes.c
+++ b/examples/models/models_waving_cubes.c
@@ -84,7 +84,7 @@ int main()
};
// Pick a color with a hue depending on cube position for the rainbow color effect
- Color cubeColor = ColorFromHSV((Vector3){ (float)(((x + y + z)*18)%360), 0.75f, 0.9f });
+ Color cubeColor = ColorFromHSV((float)(((x + y + z)*18)%360), 0.75f, 0.9f);
// Calculate cube size
float cubeSize = (2.4f - scale)*blockScale;
diff --git a/examples/text/text_unicode.c b/examples/text/text_unicode.c
index 3a4ed482..161d4677 100644
--- a/examples/text/text_unicode.c
+++ b/examples/text/text_unicode.c
@@ -311,8 +311,7 @@ static void RandomizeEmoji(void)
emoji[i].index = GetRandomValue(0, 179)*5;
// Generate a random color for this emoji
- Vector3 hsv = {(start*(i + 1))%360, 0.6f, 0.85f};
- emoji[i].color = Fade(ColorFromHSV(hsv), 0.8f);
+ emoji[i].color = Fade(ColorFromHSV((float)((start*(i + 1))%360), 0.6f, 0.85f), 0.8f);
// Set a random message for this emoji
emoji[i].message = GetRandomValue(0, SIZEOF(messages) - 1);
diff --git a/src/raylib.h b/src/raylib.h
index 74c56592..9193d378 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -1204,7 +1204,7 @@ RLAPI int ColorToInt(Color color); // R
RLAPI Vector4 ColorNormalize(Color color); // Returns Color normalized as float [0..1]
RLAPI Color ColorFromNormalized(Vector4 normalized); // Returns Color from normalized values [0..1]
RLAPI Vector3 ColorToHSV(Color color); // Returns HSV values for a Color
-RLAPI Color ColorFromHSV(Vector3 hsv); // Returns a Color from HSV values
+RLAPI Color ColorFromHSV(float hue, float saturation, float value); // Returns a Color from HSV values
RLAPI Color ColorAlpha(Color color, float alpha); // Returns color with alpha applied, alpha goes from 0.0f to 1.0f
RLAPI Color ColorAlphaBlend(Color dst, Color src, Color tint); // Returns src alpha-blended into dst color with tint
RLAPI Color GetColor(int hexValue); // Get Color structure from hexadecimal value
diff --git a/src/textures.c b/src/textures.c
index 1889fdd0..b54cfd33 100644
--- a/src/textures.c
+++ b/src/textures.c
@@ -3433,34 +3433,35 @@ Vector3 ColorToHSV(Color color)
// Returns a Color from HSV values
// Implementation reference: https://en.wikipedia.org/wiki/HSL_and_HSV#Alternative_HSV_conversion
// NOTE: Color->HSV->Color conversion will not yield exactly the same color due to rounding errors
-Color ColorFromHSV(Vector3 hsv)
+// Hue is provided in degrees: [0..360]
+// Saturation/Value are provided normalized: [0.0f..1.0f]
+Color ColorFromHSV(float hue, float saturation, float value)
{
Color color = { 0, 0, 0, 255 };
- float h = hsv.x, s = hsv.y, v = hsv.z;
// Red channel
- float k = fmodf((5.0f + h/60.0f), 6);
+ float k = fmodf((5.0f + hue/60.0f), 6);
float t = 4.0f - k;
k = (t < k)? t : k;
k = (k < 1)? k : 1;
k = (k > 0)? k : 0;
- color.r = (unsigned char)((v - v*s*k)*255.0f);
+ color.r = (unsigned char)((value - value*saturation*k)*255.0f);
// Green channel
- k = fmodf((3.0f + h/60.0f), 6);
+ k = fmodf((3.0f + hue/60.0f), 6);
t = 4.0f - k;
k = (t < k)? t : k;
k = (k < 1)? k : 1;
k = (k > 0)? k : 0;
- color.g = (unsigned char)((v - v*s*k)*255.0f);
+ color.g = (unsigned char)((value - value*saturation*k)*255.0f);
// Blue channel
- k = fmodf((1.0f + h/60.0f), 6);
+ k = fmodf((1.0f + hue/60.0f), 6);
t = 4.0f - k;
k = (t < k)? t : k;
k = (k < 1)? k : 1;
k = (k > 0)? k : 0;
- color.b = (unsigned char)((v - v*s*k)*255.0f);
+ color.b = (unsigned char)((value - value*saturation*k)*255.0f);
return color;
}