diff options
Diffstat (limited to 'vendor/github.com/lucasb-eyer/go-colorful/colors.go')
-rw-r--r-- | vendor/github.com/lucasb-eyer/go-colorful/colors.go | 819 |
1 files changed, 0 insertions, 819 deletions
diff --git a/vendor/github.com/lucasb-eyer/go-colorful/colors.go b/vendor/github.com/lucasb-eyer/go-colorful/colors.go deleted file mode 100644 index febf94c..0000000 --- a/vendor/github.com/lucasb-eyer/go-colorful/colors.go +++ /dev/null @@ -1,819 +0,0 @@ -// The colorful package provides all kinds of functions for working with colors. -package colorful - -import ( - "fmt" - "image/color" - "math" -) - -// A color is stored internally using sRGB (standard RGB) values in the range 0-1 -type Color struct { - R, G, B float64 -} - -// Implement the Go color.Color interface. -func (col Color) RGBA() (r, g, b, a uint32) { - r = uint32(col.R*65535.0 + 0.5) - g = uint32(col.G*65535.0 + 0.5) - b = uint32(col.B*65535.0 + 0.5) - a = 0xFFFF - return -} - -// Constructs a colorful.Color from something implementing color.Color -func MakeColor(col color.Color) (Color, bool) { - r, g, b, a := col.RGBA() - if a == 0 { - return Color{0, 0, 0}, false - } - - // Since color.Color is alpha pre-multiplied, we need to divide the - // RGB values by alpha again in order to get back the original RGB. - r *= 0xffff - r /= a - g *= 0xffff - g /= a - b *= 0xffff - b /= a - - return Color{float64(r) / 65535.0, float64(g) / 65535.0, float64(b) / 65535.0}, true -} - -// Might come in handy sometimes to reduce boilerplate code. -func (col Color) RGB255() (r, g, b uint8) { - r = uint8(col.R*255.0 + 0.5) - g = uint8(col.G*255.0 + 0.5) - b = uint8(col.B*255.0 + 0.5) - return -} - -// This is the tolerance used when comparing colors using AlmostEqualRgb. -const Delta = 1.0 / 255.0 - -// This is the default reference white point. -var D65 = [3]float64{0.95047, 1.00000, 1.08883} - -// And another one. -var D50 = [3]float64{0.96422, 1.00000, 0.82521} - -// Checks whether the color exists in RGB space, i.e. all values are in [0..1] -func (c Color) IsValid() bool { - return 0.0 <= c.R && c.R <= 1.0 && - 0.0 <= c.G && c.G <= 1.0 && - 0.0 <= c.B && c.B <= 1.0 -} - -func clamp01(v float64) float64 { - return math.Max(0.0, math.Min(v, 1.0)) -} - -// Returns Clamps the color into valid range, clamping each value to [0..1] -// If the color is valid already, this is a no-op. -func (c Color) Clamped() Color { - return Color{clamp01(c.R), clamp01(c.G), clamp01(c.B)} -} - -func sq(v float64) float64 { - return v * v -} - -func cub(v float64) float64 { - return v * v * v -} - -// DistanceRgb computes the distance between two colors in RGB space. -// This is not a good measure! Rather do it in Lab space. -func (c1 Color) DistanceRgb(c2 Color) float64 { - return math.Sqrt(sq(c1.R-c2.R) + sq(c1.G-c2.G) + sq(c1.B-c2.B)) -} - -// Check for equality between colors within the tolerance Delta (1/255). -func (c1 Color) AlmostEqualRgb(c2 Color) bool { - return math.Abs(c1.R-c2.R)+ - math.Abs(c1.G-c2.G)+ - math.Abs(c1.B-c2.B) < 3.0*Delta -} - -// You don't really want to use this, do you? Go for BlendLab, BlendLuv or BlendHcl. -func (c1 Color) BlendRgb(c2 Color, t float64) Color { - return Color{c1.R + t*(c2.R-c1.R), - c1.G + t*(c2.G-c1.G), - c1.B + t*(c2.B-c1.B)} -} - -// Utility used by Hxx color-spaces for interpolating between two angles in [0,360]. -func interp_angle(a0, a1, t float64) float64 { - // Based on the answer here: http://stackoverflow.com/a/14498790/2366315 - // With potential proof that it works here: http://math.stackexchange.com/a/2144499 - delta := math.Mod(math.Mod(a1-a0, 360.0)+540, 360.0) - 180.0 - return math.Mod(a0+t*delta+360.0, 360.0) -} - -/// HSV /// -/////////// -// From http://en.wikipedia.org/wiki/HSL_and_HSV -// Note that h is in [0..360] and s,v in [0..1] - -// Hsv returns the Hue [0..360], Saturation and Value [0..1] of the color. -func (col Color) Hsv() (h, s, v float64) { - min := math.Min(math.Min(col.R, col.G), col.B) - v = math.Max(math.Max(col.R, col.G), col.B) - C := v - min - - s = 0.0 - if v != 0.0 { - s = C / v - } - - h = 0.0 // We use 0 instead of undefined as in wp. - if min != v { - if v == col.R { - h = math.Mod((col.G-col.B)/C, 6.0) - } - if v == col.G { - h = (col.B-col.R)/C + 2.0 - } - if v == col.B { - h = (col.R-col.G)/C + 4.0 - } - h *= 60.0 - if h < 0.0 { - h += 360.0 - } - } - return -} - -// Hsv creates a new Color given a Hue in [0..360], a Saturation and a Value in [0..1] -func Hsv(H, S, V float64) Color { - Hp := H / 60.0 - C := V * S - X := C * (1.0 - math.Abs(math.Mod(Hp, 2.0)-1.0)) - - m := V - C - r, g, b := 0.0, 0.0, 0.0 - - switch { - case 0.0 <= Hp && Hp < 1.0: - r = C - g = X - case 1.0 <= Hp && Hp < 2.0: - r = X - g = C - case 2.0 <= Hp && Hp < 3.0: - g = C - b = X - case 3.0 <= Hp && Hp < 4.0: - g = X - b = C - case 4.0 <= Hp && Hp < 5.0: - r = X - b = C - case 5.0 <= Hp && Hp < 6.0: - r = C - b = X - } - - return Color{m + r, m + g, m + b} -} - -// You don't really want to use this, do you? Go for BlendLab, BlendLuv or BlendHcl. -func (c1 Color) BlendHsv(c2 Color, t float64) Color { - h1, s1, v1 := c1.Hsv() - h2, s2, v2 := c2.Hsv() - - // We know that h are both in [0..360] - return Hsv(interp_angle(h1, h2, t), s1+t*(s2-s1), v1+t*(v2-v1)) -} - -/// HSL /// -/////////// - -// Hsl returns the Hue [0..360], Saturation [0..1], and Luminance (lightness) [0..1] of the color. -func (col Color) Hsl() (h, s, l float64) { - min := math.Min(math.Min(col.R, col.G), col.B) - max := math.Max(math.Max(col.R, col.G), col.B) - - l = (max + min) / 2 - - if min == max { - s = 0 - h = 0 - } else { - if l < 0.5 { - s = (max - min) / (max + min) - } else { - s = (max - min) / (2.0 - max - min) - } - - if max == col.R { - h = (col.G - col.B) / (max - min) - } else if max == col.G { - h = 2.0 + (col.B-col.R)/(max-min) - } else { - h = 4.0 + (col.R-col.G)/(max-min) - } - - h *= 60 - - if h < 0 { - h += 360 - } - } - - return -} - -// Hsl creates a new Color given a Hue in [0..360], a Saturation [0..1], and a Luminance (lightness) in [0..1] -func Hsl(h, s, l float64) Color { - if s == 0 { - return Color{l, l, l} - } - - var r, g, b float64 - var t1 float64 - var t2 float64 - var tr float64 - var tg float64 - var tb float64 - - if l < 0.5 { - t1 = l * (1.0 + s) - } else { - t1 = l + s - l*s - } - - t2 = 2*l - t1 - h = h / 360 - tr = h + 1.0/3.0 - tg = h - tb = h - 1.0/3.0 - - if tr < 0 { - tr++ - } - if tr > 1 { - tr-- - } - if tg < 0 { - tg++ - } - if tg > 1 { - tg-- - } - if tb < 0 { - tb++ - } - if tb > 1 { - tb-- - } - - // Red - if 6*tr < 1 { - r = t2 + (t1-t2)*6*tr - } else if 2*tr < 1 { - r = t1 - } else if 3*tr < 2 { - r = t2 + (t1-t2)*(2.0/3.0-tr)*6 - } else { - r = t2 - } - - // Green - if 6*tg < 1 { - g = t2 + (t1-t2)*6*tg - } else if 2*tg < 1 { - g = t1 - } else if 3*tg < 2 { - g = t2 + (t1-t2)*(2.0/3.0-tg)*6 - } else { - g = t2 - } - - // Blue - if 6*tb < 1 { - b = t2 + (t1-t2)*6*tb - } else if 2*tb < 1 { - b = t1 - } else if 3*tb < 2 { - b = t2 + (t1-t2)*(2.0/3.0-tb)*6 - } else { - b = t2 - } - - return Color{r, g, b} -} - -/// Hex /// -/////////// - -// Hex returns the hex "html" representation of the color, as in #ff0080. -func (col Color) Hex() string { - // Add 0.5 for rounding - return fmt.Sprintf("#%02x%02x%02x", uint8(col.R*255.0+0.5), uint8(col.G*255.0+0.5), uint8(col.B*255.0+0.5)) -} - -// Hex parses a "html" hex color-string, either in the 3 "#f0c" or 6 "#ff1034" digits form. -func Hex(scol string) (Color, error) { - format := "#%02x%02x%02x" - factor := 1.0 / 255.0 - if len(scol) == 4 { - format = "#%1x%1x%1x" - factor = 1.0 / 15.0 - } - - var r, g, b uint8 - n, err := fmt.Sscanf(scol, format, &r, &g, &b) - if err != nil { - return Color{}, err - } - if n != 3 { - return Color{}, fmt.Errorf("color: %v is not a hex-color", scol) - } - - return Color{float64(r) * factor, float64(g) * factor, float64(b) * factor}, nil -} - -/// Linear /// -////////////// -// http://www.sjbrown.co.uk/2004/05/14/gamma-correct-rendering/ -// http://www.brucelindbloom.com/Eqn_RGB_to_XYZ.html - -func linearize(v float64) float64 { - if v <= 0.04045 { - return v / 12.92 - } - return math.Pow((v+0.055)/1.055, 2.4) -} - -// LinearRgb converts the color into the linear RGB space (see http://www.sjbrown.co.uk/2004/05/14/gamma-correct-rendering/). -func (col Color) LinearRgb() (r, g, b float64) { - r = linearize(col.R) - g = linearize(col.G) - b = linearize(col.B) - return -} - -// A much faster and still quite precise linearization using a 6th-order Taylor approximation. -// See the accompanying Jupyter notebook for derivation of the constants. -func linearize_fast(v float64) float64 { - v1 := v - 0.5 - v2 := v1 * v1 - v3 := v2 * v1 - v4 := v2 * v2 - //v5 := v3*v2 - return -0.248750514614486 + 0.925583310193438*v + 1.16740237321695*v2 + 0.280457026598666*v3 - 0.0757991963780179*v4 //+ 0.0437040411548932*v5 -} - -// FastLinearRgb is much faster than and almost as accurate as LinearRgb. -// BUT it is important to NOTE that they only produce good results for valid colors r,g,b in [0,1]. -func (col Color) FastLinearRgb() (r, g, b float64) { - r = linearize_fast(col.R) - g = linearize_fast(col.G) - b = linearize_fast(col.B) - return -} - -func delinearize(v float64) float64 { - if v <= 0.0031308 { - return 12.92 * v - } - return 1.055*math.Pow(v, 1.0/2.4) - 0.055 -} - -// LinearRgb creates an sRGB color out of the given linear RGB color (see http://www.sjbrown.co.uk/2004/05/14/gamma-correct-rendering/). -func LinearRgb(r, g, b float64) Color { - return Color{delinearize(r), delinearize(g), delinearize(b)} -} - -func delinearize_fast(v float64) float64 { - // This function (fractional root) is much harder to linearize, so we need to split. - if v > 0.2 { - v1 := v - 0.6 - v2 := v1 * v1 - v3 := v2 * v1 - v4 := v2 * v2 - v5 := v3 * v2 - return 0.442430344268235 + 0.592178981271708*v - 0.287864782562636*v2 + 0.253214392068985*v3 - 0.272557158129811*v4 + 0.325554383321718*v5 - } else if v > 0.03 { - v1 := v - 0.115 - v2 := v1 * v1 - v3 := v2 * v1 - v4 := v2 * v2 - v5 := v3 * v2 - return 0.194915592891669 + 1.55227076330229*v - 3.93691860257828*v2 + 18.0679839248761*v3 - 101.468750302746*v4 + 632.341487393927*v5 - } else { - v1 := v - 0.015 - v2 := v1 * v1 - v3 := v2 * v1 - v4 := v2 * v2 - v5 := v3 * v2 - // You can clearly see from the involved constants that the low-end is highly nonlinear. - return 0.0519565234928877 + 5.09316778537561*v - 99.0338180489702*v2 + 3484.52322764895*v3 - 150028.083412663*v4 + 7168008.42971613*v5 - } -} - -// FastLinearRgb is much faster than and almost as accurate as LinearRgb. -// BUT it is important to NOTE that they only produce good results for valid inputs r,g,b in [0,1]. -func FastLinearRgb(r, g, b float64) Color { - return Color{delinearize_fast(r), delinearize_fast(g), delinearize_fast(b)} -} - -// XyzToLinearRgb converts from CIE XYZ-space to Linear RGB space. -func XyzToLinearRgb(x, y, z float64) (r, g, b float64) { - r = 3.2404542*x - 1.5371385*y - 0.4985314*z - g = -0.9692660*x + 1.8760108*y + 0.0415560*z - b = 0.0556434*x - 0.2040259*y + 1.0572252*z - return -} - -func LinearRgbToXyz(r, g, b float64) (x, y, z float64) { - x = 0.4124564*r + 0.3575761*g + 0.1804375*b - y = 0.2126729*r + 0.7151522*g + 0.0721750*b - z = 0.0193339*r + 0.1191920*g + 0.9503041*b - return -} - -/// XYZ /// -/////////// -// http://www.sjbrown.co.uk/2004/05/14/gamma-correct-rendering/ - -func (col Color) Xyz() (x, y, z float64) { - return LinearRgbToXyz(col.LinearRgb()) -} - -func Xyz(x, y, z float64) Color { - return LinearRgb(XyzToLinearRgb(x, y, z)) -} - -/// xyY /// -/////////// -// http://www.brucelindbloom.com/Eqn_XYZ_to_xyY.html - -// Well, the name is bad, since it's xyY but Golang needs me to start with a -// capital letter to make the method public. -func XyzToXyy(X, Y, Z float64) (x, y, Yout float64) { - return XyzToXyyWhiteRef(X, Y, Z, D65) -} - -func XyzToXyyWhiteRef(X, Y, Z float64, wref [3]float64) (x, y, Yout float64) { - Yout = Y - N := X + Y + Z - if math.Abs(N) < 1e-14 { - // When we have black, Bruce Lindbloom recommends to use - // the reference white's chromacity for x and y. - x = wref[0] / (wref[0] + wref[1] + wref[2]) - y = wref[1] / (wref[0] + wref[1] + wref[2]) - } else { - x = X / N - y = Y / N - } - return -} - -func XyyToXyz(x, y, Y float64) (X, Yout, Z float64) { - Yout = Y - - if -1e-14 < y && y < 1e-14 { - X = 0.0 - Z = 0.0 - } else { - X = Y / y * x - Z = Y / y * (1.0 - x - y) - } - - return -} - -// Converts the given color to CIE xyY space using D65 as reference white. -// (Note that the reference white is only used for black input.) -// x, y and Y are in [0..1] -func (col Color) Xyy() (x, y, Y float64) { - return XyzToXyy(col.Xyz()) -} - -// Converts the given color to CIE xyY space, taking into account -// a given reference white. (i.e. the monitor's white) -// (Note that the reference white is only used for black input.) -// x, y and Y are in [0..1] -func (col Color) XyyWhiteRef(wref [3]float64) (x, y, Y float64) { - X, Y2, Z := col.Xyz() - return XyzToXyyWhiteRef(X, Y2, Z, wref) -} - -// Generates a color by using data given in CIE xyY space. -// x, y and Y are in [0..1] -func Xyy(x, y, Y float64) Color { - return Xyz(XyyToXyz(x, y, Y)) -} - -/// L*a*b* /// -////////////// -// http://en.wikipedia.org/wiki/Lab_color_space#CIELAB-CIEXYZ_conversions -// For L*a*b*, we need to L*a*b*<->XYZ->RGB and the first one is device dependent. - -func lab_f(t float64) float64 { - if t > 6.0/29.0*6.0/29.0*6.0/29.0 { - return math.Cbrt(t) - } - return t/3.0*29.0/6.0*29.0/6.0 + 4.0/29.0 -} - -func XyzToLab(x, y, z float64) (l, a, b float64) { - // Use D65 white as reference point by default. - // http://www.fredmiranda.com/forum/topic/1035332 - // http://en.wikipedia.org/wiki/Standard_illuminant - return XyzToLabWhiteRef(x, y, z, D65) -} - -func XyzToLabWhiteRef(x, y, z float64, wref [3]float64) (l, a, b float64) { - fy := lab_f(y / wref[1]) - l = 1.16*fy - 0.16 - a = 5.0 * (lab_f(x/wref[0]) - fy) - b = 2.0 * (fy - lab_f(z/wref[2])) - return -} - -func lab_finv(t float64) float64 { - if t > 6.0/29.0 { - return t * t * t - } - return 3.0 * 6.0 / 29.0 * 6.0 / 29.0 * (t - 4.0/29.0) -} - -func LabToXyz(l, a, b float64) (x, y, z float64) { - // D65 white (see above). - return LabToXyzWhiteRef(l, a, b, D65) -} - -func LabToXyzWhiteRef(l, a, b float64, wref [3]float64) (x, y, z float64) { - l2 := (l + 0.16) / 1.16 - x = wref[0] * lab_finv(l2+a/5.0) - y = wref[1] * lab_finv(l2) - z = wref[2] * lab_finv(l2-b/2.0) - return -} - -// Converts the given color to CIE L*a*b* space using D65 as reference white. -func (col Color) Lab() (l, a, b float64) { - return XyzToLab(col.Xyz()) -} - -// Converts the given color to CIE L*a*b* space, taking into account -// a given reference white. (i.e. the monitor's white) -func (col Color) LabWhiteRef(wref [3]float64) (l, a, b float64) { - x, y, z := col.Xyz() - return XyzToLabWhiteRef(x, y, z, wref) -} - -// Generates a color by using data given in CIE L*a*b* space using D65 as reference white. -// WARNING: many combinations of `l`, `a`, and `b` values do not have corresponding -// valid RGB values, check the FAQ in the README if you're unsure. -func Lab(l, a, b float64) Color { - return Xyz(LabToXyz(l, a, b)) -} - -// Generates a color by using data given in CIE L*a*b* space, taking -// into account a given reference white. (i.e. the monitor's white) -func LabWhiteRef(l, a, b float64, wref [3]float64) Color { - return Xyz(LabToXyzWhiteRef(l, a, b, wref)) -} - -// DistanceLab is a good measure of visual similarity between two colors! -// A result of 0 would mean identical colors, while a result of 1 or higher -// means the colors differ a lot. -func (c1 Color) DistanceLab(c2 Color) float64 { - l1, a1, b1 := c1.Lab() - l2, a2, b2 := c2.Lab() - return math.Sqrt(sq(l1-l2) + sq(a1-a2) + sq(b1-b2)) -} - -// That's actually the same, but I don't want to break code. -func (c1 Color) DistanceCIE76(c2 Color) float64 { - return c1.DistanceLab(c2) -} - -// Uses the CIE94 formula to calculate color distance. More accurate than -// DistanceLab, but also more work. -func (cl Color) DistanceCIE94(cr Color) float64 { - l1, a1, b1 := cl.Lab() - l2, a2, b2 := cr.Lab() - - // NOTE: Since all those formulas expect L,a,b values 100x larger than we - // have them in this library, we either need to adjust all constants - // in the formula, or convert the ranges of L,a,b before, and then - // scale the distances down again. The latter is less error-prone. - l1, a1, b1 = l1*100.0, a1*100.0, b1*100.0 - l2, a2, b2 = l2*100.0, a2*100.0, b2*100.0 - - kl := 1.0 // 2.0 for textiles - kc := 1.0 - kh := 1.0 - k1 := 0.045 // 0.048 for textiles - k2 := 0.015 // 0.014 for textiles. - - deltaL := l1 - l2 - c1 := math.Sqrt(sq(a1) + sq(b1)) - c2 := math.Sqrt(sq(a2) + sq(b2)) - deltaCab := c1 - c2 - - // Not taking Sqrt here for stability, and it's unnecessary. - deltaHab2 := sq(a1-a2) + sq(b1-b2) - sq(deltaCab) - sl := 1.0 - sc := 1.0 + k1*c1 - sh := 1.0 + k2*c1 - - vL2 := sq(deltaL / (kl * sl)) - vC2 := sq(deltaCab / (kc * sc)) - vH2 := deltaHab2 / sq(kh*sh) - - return math.Sqrt(vL2+vC2+vH2) * 0.01 // See above. -} - -// BlendLab blends two colors in the L*a*b* color-space, which should result in a smoother blend. -// t == 0 results in c1, t == 1 results in c2 -func (c1 Color) BlendLab(c2 Color, t float64) Color { - l1, a1, b1 := c1.Lab() - l2, a2, b2 := c2.Lab() - return Lab(l1+t*(l2-l1), - a1+t*(a2-a1), - b1+t*(b2-b1)) -} - -/// L*u*v* /// -////////////// -// http://en.wikipedia.org/wiki/CIELUV#XYZ_.E2.86.92_CIELUV_and_CIELUV_.E2.86.92_XYZ_conversions -// For L*u*v*, we need to L*u*v*<->XYZ<->RGB and the first one is device dependent. - -func XyzToLuv(x, y, z float64) (l, a, b float64) { - // Use D65 white as reference point by default. - // http://www.fredmiranda.com/forum/topic/1035332 - // http://en.wikipedia.org/wiki/Standard_illuminant - return XyzToLuvWhiteRef(x, y, z, D65) -} - -func XyzToLuvWhiteRef(x, y, z float64, wref [3]float64) (l, u, v float64) { - if y/wref[1] <= 6.0/29.0*6.0/29.0*6.0/29.0 { - l = y / wref[1] * 29.0 / 3.0 * 29.0 / 3.0 * 29.0 / 3.0 - } else { - l = 1.16*math.Cbrt(y/wref[1]) - 0.16 - } - ubis, vbis := xyz_to_uv(x, y, z) - un, vn := xyz_to_uv(wref[0], wref[1], wref[2]) - u = 13.0 * l * (ubis - un) - v = 13.0 * l * (vbis - vn) - return -} - -// For this part, we do as R's graphics.hcl does, not as wikipedia does. -// Or is it the same? -func xyz_to_uv(x, y, z float64) (u, v float64) { - denom := x + 15.0*y + 3.0*z - if denom == 0.0 { - u, v = 0.0, 0.0 - } else { - u = 4.0 * x / denom - v = 9.0 * y / denom - } - return -} - -func LuvToXyz(l, u, v float64) (x, y, z float64) { - // D65 white (see above). - return LuvToXyzWhiteRef(l, u, v, D65) -} - -func LuvToXyzWhiteRef(l, u, v float64, wref [3]float64) (x, y, z float64) { - //y = wref[1] * lab_finv((l + 0.16) / 1.16) - if l <= 0.08 { - y = wref[1] * l * 100.0 * 3.0 / 29.0 * 3.0 / 29.0 * 3.0 / 29.0 - } else { - y = wref[1] * cub((l+0.16)/1.16) - } - un, vn := xyz_to_uv(wref[0], wref[1], wref[2]) - if l != 0.0 { - ubis := u/(13.0*l) + un - vbis := v/(13.0*l) + vn - x = y * 9.0 * ubis / (4.0 * vbis) - z = y * (12.0 - 3.0*ubis - 20.0*vbis) / (4.0 * vbis) - } else { - x, y = 0.0, 0.0 - } - return -} - -// Converts the given color to CIE L*u*v* space using D65 as reference white. -// L* is in [0..1] and both u* and v* are in about [-1..1] -func (col Color) Luv() (l, u, v float64) { - return XyzToLuv(col.Xyz()) -} - -// Converts the given color to CIE L*u*v* space, taking into account -// a given reference white. (i.e. the monitor's white) -// L* is in [0..1] and both u* and v* are in about [-1..1] -func (col Color) LuvWhiteRef(wref [3]float64) (l, u, v float64) { - x, y, z := col.Xyz() - return XyzToLuvWhiteRef(x, y, z, wref) -} - -// Generates a color by using data given in CIE L*u*v* space using D65 as reference white. -// L* is in [0..1] and both u* and v* are in about [-1..1] -// WARNING: many combinations of `l`, `a`, and `b` values do not have corresponding -// valid RGB values, check the FAQ in the README if you're unsure. -func Luv(l, u, v float64) Color { - return Xyz(LuvToXyz(l, u, v)) -} - -// Generates a color by using data given in CIE L*u*v* space, taking -// into account a given reference white. (i.e. the monitor's white) -// L* is in [0..1] and both u* and v* are in about [-1..1] -func LuvWhiteRef(l, u, v float64, wref [3]float64) Color { - return Xyz(LuvToXyzWhiteRef(l, u, v, wref)) -} - -// DistanceLuv is a good measure of visual similarity between two colors! -// A result of 0 would mean identical colors, while a result of 1 or higher -// means the colors differ a lot. -func (c1 Color) DistanceLuv(c2 Color) float64 { - l1, u1, v1 := c1.Luv() - l2, u2, v2 := c2.Luv() - return math.Sqrt(sq(l1-l2) + sq(u1-u2) + sq(v1-v2)) -} - -// BlendLuv blends two colors in the CIE-L*u*v* color-space, which should result in a smoother blend. -// t == 0 results in c1, t == 1 results in c2 -func (c1 Color) BlendLuv(c2 Color, t float64) Color { - l1, u1, v1 := c1.Luv() - l2, u2, v2 := c2.Luv() - return Luv(l1+t*(l2-l1), - u1+t*(u2-u1), - v1+t*(v2-v1)) -} - -/// HCL /// -/////////// -// HCL is nothing else than L*a*b* in cylindrical coordinates! -// (this was wrong on English wikipedia, I fixed it, let's hope the fix stays.) -// But it is widely popular since it is a "correct HSV" -// http://www.hunterlab.com/appnotes/an09_96a.pdf - -// Converts the given color to HCL space using D65 as reference white. -// H values are in [0..360], C and L values are in [0..1] although C can overshoot 1.0 -func (col Color) Hcl() (h, c, l float64) { - return col.HclWhiteRef(D65) -} - -func LabToHcl(L, a, b float64) (h, c, l float64) { - // Oops, floating point workaround necessary if a ~= b and both are very small (i.e. almost zero). - if math.Abs(b-a) > 1e-4 && math.Abs(a) > 1e-4 { - h = math.Mod(57.29577951308232087721*math.Atan2(b, a)+360.0, 360.0) // Rad2Deg - } else { - h = 0.0 - } - c = math.Sqrt(sq(a) + sq(b)) - l = L - return -} - -// Converts the given color to HCL space, taking into account -// a given reference white. (i.e. the monitor's white) -// H values are in [0..360], C and L values are in [0..1] -func (col Color) HclWhiteRef(wref [3]float64) (h, c, l float64) { - L, a, b := col.LabWhiteRef(wref) - return LabToHcl(L, a, b) -} - -// Generates a color by using data given in HCL space using D65 as reference white. -// H values are in [0..360], C and L values are in [0..1] -// WARNING: many combinations of `l`, `a`, and `b` values do not have corresponding -// valid RGB values, check the FAQ in the README if you're unsure. -func Hcl(h, c, l float64) Color { - return HclWhiteRef(h, c, l, D65) -} - -func HclToLab(h, c, l float64) (L, a, b float64) { - H := 0.01745329251994329576 * h // Deg2Rad - a = c * math.Cos(H) - b = c * math.Sin(H) - L = l - return -} - -// Generates a color by using data given in HCL space, taking -// into account a given reference white. (i.e. the monitor's white) -// H values are in [0..360], C and L values are in [0..1] -func HclWhiteRef(h, c, l float64, wref [3]float64) Color { - L, a, b := HclToLab(h, c, l) - return LabWhiteRef(L, a, b, wref) -} - -// BlendHcl blends two colors in the CIE-L*C*h° color-space, which should result in a smoother blend. -// t == 0 results in c1, t == 1 results in c2 -func (col1 Color) BlendHcl(col2 Color, t float64) Color { - h1, c1, l1 := col1.Hcl() - h2, c2, l2 := col2.Hcl() - - // We know that h are both in [0..360] - return Hcl(interp_angle(h1, h2, t), c1+t*(c2-c1), l1+t*(l2-l1)) -} |