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+// The colorful package provides all kinds of functions for working with colors.
+package colorful
+
+import(
+ "fmt"
+ "math"
+ "image/color"
+)
+
+// 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 {
+ r, g, b, a := col.RGBA()
+
+ // 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}
+}
+
+// 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 += 1
+ }
+ if tr > 1 {
+ tr -= 1
+ }
+ if tg < 0 {
+ tg += 1
+ }
+ if tg > 1 {
+ tg -= 1
+ }
+ if tb < 0 {
+ tb += 1
+ }
+ if tb > 1 {
+ tb -= 1
+ }
+
+ // 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))
+}