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Add HSVUtils.glsllib#2644

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yaRnMcDonuts-hsvUtils
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Add HSVUtils.glsllib#2644
yaRnMcDonuts wants to merge 1 commit intomasterfrom
yaRnMcDonuts-hsvUtils

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Adds support for converting between RGB and HSV to allow for adjusting colors in HSV color space in shaders.

Adds support for converting between RGB and HSV to allow for adjusting colors in HSV color space in shaders.
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Summary of Changes

Hello, I'm Gemini Code Assist1! I'm currently reviewing this pull request and will post my feedback shortly. In the meantime, here's a summary to help you and other reviewers quickly get up to speed!

This pull request introduces a new GLSL utility file, HSVUtils.glsllib, which provides essential functions for converting colors between RGB and HSV color spaces. This enables developers to easily manipulate colors in shaders by adjusting hue, saturation, and value, offering greater flexibility for dynamic visual effects.

Highlights

  • New GLSL Utility: A new GLSL shader library file, HSVUtils.glsllib, was added to the project.
  • Color Space Conversion: Implemented functions rgb2hsv and hsv2rgb for converting colors between RGB and HSV color spaces.
  • Dynamic Color Adjustment: Included alterColorWithHsvOffset to allow for dynamic adjustment of colors using HSV offsets within shaders.
Changelog
  • jme3-core/src/main/resources/Common/ShaderLib/HSVUtils.glsllib
    • Added rgb2hsv function for converting RGB color to HSV.
    • Added hsv2rgb function for converting HSV color to RGB.
    • Added alterColorWithHsvOffset function to apply HSV offsets to a color, wrapping hue and clamping saturation/value.
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  • No human activity has been recorded on this pull request yet.
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Code Review

This pull request introduces a new GLSL shader library HSVUtils.glsllib with utility functions for RGB to HSV color space conversion and color adjustment. The implementation of the conversion functions is a compact and efficient, branchless approach. My feedback includes a suggestion to replace a magic number with a named constant for better code clarity and maintainability.

Comment on lines +9 to +10
float e = 1.0e-10;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
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medium

The magic number 1.0e-10 is used to prevent division by zero. It's better to define it as a named constant to improve readability and explain its purpose. This also makes it easier to change if needed.

    const float EPSILON = 1.0e-10;
    return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + EPSILON)), d / (q.x + EPSILON), q.x);

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Improve Desaturation Support in Unshaded.frag by using HSV vec3 uniform

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