--[[ colour handling stuff ]] local path = (...):gsub("colour", "") local math = require(path.."mathx") local colour = {} ------------------------------------------------------------------------------- -- hex handling routines -- pack and unpack into 24 or 32 bit hex numbers local ok, bit = pcall(require, "bit") if ok then --we have bit operations module, use the fast path local band, bor = bit.band, bit.bor local lshift, rshift = bit.lshift, bit.rshift --rgb only (no alpha) function colour.pack_rgb(r, g, b) local br = lshift(band(0xff, r * 255), 16) local bg = lshift(band(0xff, g * 255), 8) local bb = lshift(band(0xff, b * 255), 0) return bor( br, bg, bb ) end function colour.unpack_rgb(rgb) local r = rshift(band(rgb, 0x00ff0000), 16) / 255 local g = rshift(band(rgb, 0x0000ff00), 8) / 255 local b = rshift(band(rgb, 0x000000ff), 0) / 255 return r, g, b end --argb format (common for shared hex) function colour.pack_argb(r, g, b, a) local ba = lshift(band(0xff, a * 255), 24) local br = lshift(band(0xff, r * 255), 16) local bg = lshift(band(0xff, g * 255), 8) local bb = lshift(band(0xff, b * 255), 0) return bor( br, bg, bb, ba ) end function colour.unpack_argb(argb) local r = rshift(band(argb, 0x00ff0000), 16) / 255 local g = rshift(band(argb, 0x0000ff00), 8) / 255 local b = rshift(band(argb, 0x000000ff), 0) / 255 local a = rshift(band(argb, 0xff000000), 24) / 255 return r, g, b, a end --rgba format function colour.pack_rgba(r, g, b, a) local br = lshift(band(0xff, r * 255), 24) local bg = lshift(band(0xff, g * 255), 16) local bb = lshift(band(0xff, b * 255), 8) local ba = lshift(band(0xff, a * 255), 0) return bor( br, bg, bb, ba ) end function colour.unpack_rgba(rgba) local r = rshift(band(rgba, 0xff000000), 24) / 255 local g = rshift(band(rgba, 0x00ff0000), 16) / 255 local b = rshift(band(rgba, 0x0000ff00), 8) / 255 local a = rshift(band(rgba, 0x000000ff), 0) / 255 return r, g, b, a end else --we don't have bitops, use a slower pure-float path local floor = math.floor --rgb only (no alpha) function colour.pack_rgb(r, g, b) local br = floor(0xff * r) % 0x100 * 0x10000 local bg = floor(0xff * g) % 0x100 * 0x100 local bb = floor(0xff * b) % 0x100 return br + bg + bb end function colour.unpack_rgb(rgb) local r = floor(rgb / 0x10000) % 0x100 local g = floor(rgb / 0x100) % 0x100 local b = floor(rgb) % 0x100 return r / 255, g / 255, b / 255 end --argb format (common for shared hex) function colour.pack_argb(r, g, b, a) local ba = floor(0xff * a) % 0x100 * 0x1000000 return colour.pack_rgb(r, g, b) + ba end function colour.unpack_argb(argb) local r, g, b = colour.unpack_rgb(argb) local a = floor(argb / 0x1000000) % 0x100 return r, g, b, a / 255 end --rgba format function colour.pack_rgba(r, g, b, a) local ba = floor(0xff * a) % 0x100 return colour.pack_rgb(r, g, b) * 0x100 + ba end function colour.unpack_rgba(rgba) local r, g, b = colour.unpack_rgb(floor(rgba / 0x100)) local a = floor(rgba) % 0x100 return r, g, b, a end end ------------------------------------------------------------------------------- -- colour space conversion -- rgb is the common language for computers -- but it's useful to have other spaces to work in for us as humans :) --convert hsl to rgb --all components are 0-1, hue is fraction of a turn rather than degrees or radians function colour.hsl_to_rgb(h, s, l) --wedge slice local w = (math.wrap(h, 0, 1) * 6) --chroma local c = (1 - math.abs(2 * l - 1)) * s --secondary local x = c * (1 - math.abs(w % 2 - 1)) --lightness boost local m = l - c / 2 --per-wedge logic local r, g, b = m, m, m if w < 1 then r = r + c g = g + x elseif w < 2 then r = r + x g = g + c elseif w < 3 then g = g + c b = b + x elseif w < 4 then g = g + x b = b + c elseif w < 5 then b = b + c r = r + x else b = b + x r = r + c end return r, g, b end --convert rgb to hsl function colour.rgb_to_hsl(r, g, b) local max, min = math.max(r, g, b), math.min(r, g, b) if max == min then return 0, 0, min end local l, d = max + min, max - min local s = d / (l > 1 and (2 - l) or l) l = l / 2 local h --depends on below if max == r then h = (g - b) / d if g < b then h = h + 6 end elseif max == g then h = (b - r) / d + 2 else h = (r - g) / d + 4 end return h / 6, s, l end --convert hsv to rgb --all components are 0-1, hue is fraction of a turn rather than degrees or radians function colour.hsv_to_rgb(h, s, v) --wedge slice local w = (math.wrap(h, 0, 1) * 6) --chroma local c = v * s --secondary local x = c * (1 - math.abs(w % 2 - 1)) --match value local m = v - c --per-wedge logic local r, g, b = m, m, m if w < 1 then r = r + c g = g + x elseif w < 2 then r = r + x g = g + c elseif w < 3 then g = g + c b = b + x elseif w < 4 then g = g + x b = b + c elseif w < 5 then b = b + c r = r + x else b = b + x r = r + c end return r, g, b end --convert rgb to hsv function colour.rgb_to_hsv(r, g, b) local max, min = math.max(r, g, b), math.min(r, g, b) if max == min then return 0, 0, min end local v, d = max, max - min local s = (max == 0) and 0 or (d / max) local h --depends on below if max == r then h = (g - b) / d if g < b then h = h + 6 end elseif max == g then h = (b - r) / d + 2 else h = (r - g) / d + 4 end return h / 6, s, v end --conversion between hsl and hsv function colour.hsl_to_hsv(h, s, l) local v = l + s * math.min(l, 1 - l) local s = (v == 0) and 0 or (2 * (1 - l / v)) return h, s, v end function colour.hsv_to_hsl(h, s, v) local l = v * (1 - s / 2) local s = (l == 0 or l == 1) and 0 or ((v - l) / math.min(l, 1 - l)) return h, s, l end --oklab https://bottosson.github.io/posts/oklab/ function colour.oklab_to_rgb(l, a, b) local _l = l + 0.3963377774 * a + 0.2158037573 * b local _m = l - 0.1055613458 * a - 0.0638541728 * b local _s = l - 0.0894841775 * a - 1.2914855480 * b _l = math.pow(_l, 3.0) _m = math.pow(_m, 3.0) _s = math.pow(_s, 3.0) local red, green, blue = love.math.linearToGamma( ( 4.0767245293 * _l - 3.3072168827 * _m + 0.2307590544 * _s), (-1.2681437731 * _l + 2.6093323231 * _m - 0.3411344290 * _s), (-0.0041119885 * _l - 0.7034763098 * _m + 1.7068625689 * _s) ) return red, green, blue end function colour.rgb_to_oklab(red, green, blue) red, green, blue = love.math.gammaToLinear(red, green, blue) local _l = 0.4121656120 * red + 0.5362752080 * green + 0.0514575653 * blue local _m = 0.2118591070 * red + 0.6807189584 * green + 0.1074065790 * blue local _s = 0.0883097947 * red + 0.2818474174 * green + 0.6302613616 * blue _l = math.pow(_l, 1.0 / 3.0) _m = math.pow(_m, 1.0 / 3.0) _s = math.pow(_s, 1.0 / 3.0) local l = 0.2104542553 * _l + 0.7936177850 * _m - 0.0040720468 * _s local a = 1.9779984951 * _l - 2.4285922050 * _m + 0.4505937099 * _s local b = 0.0259040371 * _l + 0.7827717662 * _m - 0.8086757660 * _s return l, a, b end --colour distance functions --distance of one colour to another (linear space) --can be used for finding nearest colours for palette mapping, for example function colour.distance_rgb( ar, ag, ab, br, bg, bb ) local dr, dg, db = ar - br, ag - bg, ab - bb return math.sqrt(dr * dr + dg * dg + db * db) end function colour.distance_packed_rgb(a, b) local ar, ag, ab = colour.unpack_rgb(a) local br, bg, bb = colour.unpack_rgb(b) return colour.distance_rgb( ar, ag, ab, br, bg, bb ) end --todo: rgba and various other unpacks return colour