I'm trying to draw a rainbow-coloured plot legend in openGL. Here is what I've got so far:
glBegin(GL_QUADS);
for (int i = 0; i != legendElements; ++i)
{
GLfloat const cellColorIntensity = (GLfloat) i / (GLfloat) legendElements;
OpenGL::pSetHSV(cellColorIntensity*360.0f, 1.0f, 1.0f);
// draw the ith legend element
GLdouble const xLeft = xBeginRight - legendWidth;
GLdouble const xRight = xBeginRight;
GLdouble const yBottom = (GLdouble)i * legendHeight /
(GLdouble)legendElements + legendHeight;
GLdouble const yTop = yBottom + legendHeight;
glVertex2d(xLeft, yTop); // top-left
glVertex2d(xRight, yTop); // top-right
glVertex2d(xRight, yBottom); // bottom-right
glVertex2d(xLeft, yBottom); // bottom-left
}
glEnd();
legendElements is the number of discrete squares that make up the "rainbow". xLeft,xRight,yBottom and yTop are the vertices that make up each of the squared.
where the function OpenGL::pSetHSV looks like this:
void pSetHSV(float h, float s, float v)
{
// H [0, 360] S and V [0.0, 1.0].
int i = (int)floor(h / 60.0f) % 6;
float f = h / 60.0f - floor(h / 60.0f);
float p = v * (float)(1 - s);
float q = v * (float)(1 - s * f);
float t = v * (float)(1 - (1 - f) * s);
switch (i)
{
case 0: glColor3f(v, t, p);
break;
case 1: glColor3f(q, v, p);
break;
case 2: glColor3f(p, v, t);
break;
case 3: glColor3f(p, q, v);
break;
case 4: glColor3f(t, p, v);
break;
case 5: glColor3f(v, p, q);
}
}
I got that function from http://forum.openframeworks.cc/t/hsv-color-setting/770
However, when I draw this it looks like this:

What I would like is a spectrum of Red,Green,Blue,Indigo,Violet (so I want to iterate linearly through the Hue. However, this doesn't really seem to be what's happening.
I don't really understand how the RGB/HSV conversion in pSetHSV() works so it's hard for me to identify the problem..
EDIT: Here is the fixed version, as inspired by Jongware (the rectangles were being drawn incorrectly):
// draw legend elements
glBegin(GL_QUADS);
for (int i = 0; i != legendElements; ++i)
{
GLfloat const cellColorIntensity = (GLfloat) i / (GLfloat) legendElements;
OpenGL::pSetHSV(cellColorIntensity * 360.0f, 1.0f, 1.0f);
// draw the ith legend element
GLdouble const xLeft = xBeginRight - legendWidth;
GLdouble const xRight = xBeginRight;
GLdouble const yBottom = (GLdouble)i * legendHeight /
(GLdouble)legendElements + legendHeight + yBeginBottom;
GLdouble const yTop = yBottom + legendHeight / legendElements;
glVertex2d(xLeft, yTop); // top-left
glVertex2d(xRight, yTop); // top-right
glVertex2d(xRight, yBottom); // bottom-right
glVertex2d(xLeft, yBottom); // bottom-left
}
glEnd();


