--- /dev/null
+#define GL_GLEXT_PROTOTYPES 1
+
+#include <math.h>
+#include <GL/gl.h>
+#include <GL/glext.h>
+
+#include "widgets.h"
+#include "util.h"
+#include "texture_enum.h"
+
+#define HSV_WHEEL_SIZE 128
+
+void draw_hsv_wheel(float y, float rad, float theta, float value)
+{
+ glUseProgramObjectARB(0);
+ check_error();
+ glActiveTexture(GL_TEXTURE0);
+ check_error();
+ glEnable(GL_TEXTURE_2D);
+ check_error();
+ glBindTexture(GL_TEXTURE_2D, HSV_WHEEL);
+ check_error();
+ glActiveTexture(GL_TEXTURE1);
+ check_error();
+ glBindTexture(GL_TEXTURE_2D, 0);
+ check_error();
+ glActiveTexture(GL_TEXTURE0);
+ glEnable(GL_BLEND);
+ check_error();
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ check_error();
+
+ // wheel
+ glBegin(GL_QUADS);
+
+ glTexCoord2f(0.0f, 1.0f);
+ glVertex2f(0.0f, y);
+
+ glTexCoord2f(1.0f, 1.0f);
+ glVertex2f(0.2f * 9.0f / 16.0f, y);
+
+ glTexCoord2f(1.0f, 0.0f);
+ glVertex2f(0.2f * 9.0f / 16.0f, y + 0.2f);
+
+ glTexCoord2f(0.0f, 0.0f);
+ glVertex2f(0.0f, y + 0.2f);
+
+ glEnd();
+
+ // wheel selector
+ glDisable(GL_TEXTURE_2D);
+ glColor3f(0.0f, 0.0f, 0.0f);
+ glPointSize(5.0f);
+ glBegin(GL_POINTS);
+ glVertex2f((0.1f + rad * cos(theta) * 0.1f) * 9.0f / 16.0f, y + 0.1f - rad * sin(theta) * 0.1f);
+ glEnd();
+
+ // value slider
+ glDisable(GL_TEXTURE_2D);
+ glBegin(GL_QUADS);
+
+ glColor3f(0.0f, 0.0f, 0.0f);
+ glVertex2f(0.22f * 9.0f / 16.0f, y);
+ glVertex2f(0.24f * 9.0f / 16.0f, y);
+
+ glColor3f(1.0f, 1.0f, 1.0f);
+ glVertex2f(0.24f * 9.0f / 16.0f, y + 0.2f);
+ glVertex2f(0.22f * 9.0f / 16.0f, y + 0.2f);
+
+ glEnd();
+
+ // value selector
+ glColor3f(0.0f, 0.0f, 0.0f);
+ glPointSize(5.0f);
+ glBegin(GL_POINTS);
+ glVertex2f(0.23f * 9.0f / 16.0f, y + value * 0.2f);
+ glEnd();
+
+ glColor3f(1.0f, 1.0f, 1.0f);
+}
+
+void draw_saturation_bar(float y, float saturation)
+{
+ glUseProgramObjectARB(0);
+ check_error();
+
+ // value slider
+ glDisable(GL_TEXTURE_2D);
+ glBegin(GL_QUADS);
+
+ glColor3f(0.0f, 0.0f, 0.0f);
+ glVertex2f(0.0f * 9.0f / 16.0f, y + 0.02f);
+ glVertex2f(0.0f * 9.0f / 16.0f, y);
+
+ glColor3f(1.0f, 1.0f, 1.0f);
+ glVertex2f(0.2f * 9.0f / 16.0f, y);
+ glVertex2f(0.2f * 9.0f / 16.0f, y + 0.02f);
+
+ glEnd();
+
+ // value selector
+ glColor3f(0.0f, 0.0f, 0.0f);
+ glPointSize(5.0f);
+ glBegin(GL_POINTS);
+ glVertex2f(0.2f * (saturation / 4.0f) * 9.0f / 16.0f, y + 0.01f);
+ glEnd();
+
+ glColor3f(1.0f, 1.0f, 1.0f);
+}
+
+void make_hsv_wheel_texture()
+{
+ static unsigned char hsv_pix[HSV_WHEEL_SIZE * HSV_WHEEL_SIZE * 4];
+ for (int y = 0; y < HSV_WHEEL_SIZE; ++y) {
+ for (int x = 0; x < HSV_WHEEL_SIZE; ++x) {
+ float yf = 2.0f * y / (float)(HSV_WHEEL_SIZE) - 1.0f;
+ float xf = 2.0f * x / (float)(HSV_WHEEL_SIZE) - 1.0f;
+ float rad = hypot(xf, yf);
+ float theta = atan2(yf, xf);
+
+ float r, g, b;
+ hsv2rgb(theta, rad, 1.0f, &r, &g, &b);
+ hsv_pix[(y * HSV_WHEEL_SIZE + x) * 4 + 0] = lrintf(r * 255.0f);
+ hsv_pix[(y * HSV_WHEEL_SIZE + x) * 4 + 1] = lrintf(g * 255.0f);
+ hsv_pix[(y * HSV_WHEEL_SIZE + x) * 4 + 2] = lrintf(b * 255.0f);
+
+ if (rad > 1.0f) {
+ hsv_pix[(y * HSV_WHEEL_SIZE + x) * 4 + 3] = 0;
+ } else {
+ hsv_pix[(y * HSV_WHEEL_SIZE + x) * 4 + 3] = 255;
+ }
+ }
+ printf("\n");
+ }
+
+ glBindTexture(GL_TEXTURE_2D, HSV_WHEEL);
+ check_error();
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ check_error();
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, HSV_WHEEL_SIZE, HSV_WHEEL_SIZE, 0, GL_RGBA, GL_UNSIGNED_BYTE, hsv_pix);
+ check_error();
+}
+
+void read_colorwheel(float xf, float yf, float *rad, float *theta, float *value)
+{
+ if (xf < 0.2f && yf < 0.2f) {
+ float xp = 2.0f * xf / 0.2f - 1.0f;
+ float yp = -(2.0f * yf / 0.2f - 1.0f);
+ *rad = hypot(xp, yp);
+ *theta = atan2(yp, xp);
+ if (*rad > 1.0) {
+ *rad = 1.0;
+ }
+ } else if (xf >= 0.22f && xf <= 0.24f) {
+ *value = yf / 0.2f;
+ }
+}
+