#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; }