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#define MIN(x, y) ((x)<(y)?(x):(y))
#define MAX(z, a) ((z)>(a)?(z):(a))
typedef struct _HSL {
float h;
float s;
float l;
} HSL, *PHSL, *LPHSL;
HSL rgbQuadRGB(RGBQUAD rgbQuad) { // I only rewrote this.
HSL hsl;
BYTE r = rgbQuad.rgbRed, g = rgbQuad.rgbGreen, b = rgbQuad.rgbBlue;
float fr = (float)r/255.f;
float fg = (float)g/255.f;
float fb = (float)b/255.f;
float minr = MIN(MIN(fr, fg), fb), maxr = MAX(MAX(fr, fg), fb); // I fixed this part since that's what made the HSL so opaque!
float delta = maxr-minr;
float delr, delg, delb;
float h = 0.f, s = 0.f, l = (float)((maxr+minr)/2.f);
if (delta != 0.f) {
s = l < 0.5f ? (float)(delta / (maxr + minr)) : (float)(delta / (2.f - maxr - minr));
delr = (float)(((maxr - fr) / 6.f + (delta / 2.f)) / delta);
delg = (float)(((maxr - fg) / 6.f + (delta / 2.f)) / delta);
delb = (float)(((maxr - fb) / 6.f + (delta / 2.f)) / delta);
if (fr == maxr) h = delb-delg;
else if (fg == maxr) h = (1.f / 3.f) + delr - delb;
else if (fb == maxr) h = (2.f / 3.f) + delg - delr;
if (h < 0.f) h += 1.f;
if (h > 1.f) h -= 1.f;
}
hsl.h = h;
hsl.s = s;
hsl.l = l;
return hsl;
}
RGBQUAD hslRGB(HSL hsl) {
RGBQUAD rgbq;
float r = hsl.l, g = hsl.l, b = hsl.l;
float h = hsl.h, s2 = hsl.s, l = hsl.l;
float vh = (l <= 0.5f) ? (l*(1.f + s2)) : (l+s2-l*s2);
float m, sv, frac, vsf, mid, mid2;
int st;
if (vh > 0.f) {
m = l + l - vh;
sv = (vh - m) / vh;
h *= 6.f;
st = (int)h;
frac = h-st;
vsf = vh*sv*frac;
mid = m+vsf;
mid2 = vh-vsf;
switch(st) {
case 0:
r = vh;
g = mid;
b = m;
break;
case 1:
r = mid2;
g = vh;
b = m;
break;
case 2:
r = m;
g = vh;
b = mid;
break;
case 3:
r = m;
g = mid2;
b = vh;
break;
case 4:
r = mid;
g = m;
b = vh;
break;
case 5:
r = vh;
g = m;
b = mid2;
break;
}
}
rgbq.rgbRed = (BYTE)(r*255.f);
rgbq.rgbGreen = (BYTE)(g*255.f);
rgbq.rgbBlue = (BYTE)(b*255.f);
return rgbq;
}