mirror of
https://github.com/1bardesign/batteries.git
synced 2024-11-22 06:04:35 +00:00
77199cde0b
*To Appease A Linter.*
302 lines
7.4 KiB
Lua
302 lines
7.4 KiB
Lua
--[[
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colour handling stuff
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]]
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local path = (...):gsub("colour", "")
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local math = require(path.."mathx")
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local colour = {}
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-------------------------------------------------------------------------------
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-- hex handling routines
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-- pack and unpack into 24 or 32 bit hex numbers
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local ok, bit = pcall(require, "bit")
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if ok then
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--we have bit operations module, use the fast path
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local band, bor = bit.band, bit.bor
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local lshift, rshift = bit.lshift, bit.rshift
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--rgb only (no alpha)
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function colour.pack_rgb(r, g, b)
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local br = lshift(band(0xff, r * 255), 16)
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local bg = lshift(band(0xff, g * 255), 8)
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local bb = lshift(band(0xff, b * 255), 0)
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return bor( br, bg, bb )
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end
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function colour.unpack_rgb(rgb)
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local r = rshift(band(rgb, 0x00ff0000), 16) / 255
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local g = rshift(band(rgb, 0x0000ff00), 8) / 255
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local b = rshift(band(rgb, 0x000000ff), 0) / 255
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return r, g, b
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end
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--argb format (common for shared hex)
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function colour.pack_argb(r, g, b, a)
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local ba = lshift(band(0xff, a * 255), 24)
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local br = lshift(band(0xff, r * 255), 16)
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local bg = lshift(band(0xff, g * 255), 8)
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local bb = lshift(band(0xff, b * 255), 0)
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return bor( br, bg, bb, ba )
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end
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function colour.unpack_argb(argb)
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local r = rshift(band(argb, 0x00ff0000), 16) / 255
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local g = rshift(band(argb, 0x0000ff00), 8) / 255
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local b = rshift(band(argb, 0x000000ff), 0) / 255
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local a = rshift(band(argb, 0xff000000), 24) / 255
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return r, g, b, a
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end
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--rgba format
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function colour.pack_rgba(r, g, b, a)
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local br = lshift(band(0xff, r * 255), 24)
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local bg = lshift(band(0xff, g * 255), 16)
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local bb = lshift(band(0xff, b * 255), 8)
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local ba = lshift(band(0xff, a * 255), 0)
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return bor( br, bg, bb, ba )
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end
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function colour.unpack_rgba(rgba)
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local r = rshift(band(rgba, 0xff000000), 24) / 255
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local g = rshift(band(rgba, 0x00ff0000), 16) / 255
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local b = rshift(band(rgba, 0x0000ff00), 8) / 255
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local a = rshift(band(rgba, 0x000000ff), 0) / 255
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return r, g, b, a
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end
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else
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--we don't have bitops, use a slower pure-float path
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local floor = math.floor
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--rgb only (no alpha)
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function colour.pack_rgb(r, g, b)
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local br = floor(0xff * r) % 0x100 * 0x10000
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local bg = floor(0xff * g) % 0x100 * 0x100
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local bb = floor(0xff * b) % 0x100
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return br + bg + bb
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end
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function colour.unpack_rgb(rgb)
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local r = floor(rgb / 0x10000) % 0x100
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local g = floor(rgb / 0x100) % 0x100
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local b = floor(rgb) % 0x100
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return r / 255, g / 255, b / 255
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end
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--argb format (common for shared hex)
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function colour.pack_argb(r, g, b, a)
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local ba = floor(0xff * a) % 0x100 * 0x1000000
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return colour.pack_rgb(r, g, b) + ba
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end
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function colour.unpack_argb(argb)
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local r, g, b = colour.unpack_rgb(argb)
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local a = floor(argb / 0x1000000) % 0x100
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return r, g, b, a / 255
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end
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--rgba format
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function colour.pack_rgba(r, g, b, a)
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local ba = floor(0xff * a) % 0x100
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return colour.pack_rgb(r, g, b) * 0x100 + ba
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end
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function colour.unpack_rgba(rgba)
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local r, g, b = colour.unpack_rgb(floor(rgba / 0x100))
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local a = floor(rgba) % 0x100
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return r, g, b, a
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end
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end
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-------------------------------------------------------------------------------
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-- colour space conversion
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-- rgb is the common language for computers
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-- but it's useful to have other spaces to work in for us as humans :)
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--convert hsl to rgb
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--all components are 0-1, hue is fraction of a turn rather than degrees or radians
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function colour.hsl_to_rgb(h, s, l)
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--wedge slice
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local w = (math.wrap(h, 0, 1) * 6)
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--chroma
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local c = (1 - math.abs(2 * l - 1)) * s
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--secondary
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local x = c * (1 - math.abs(w % 2 - 1))
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--lightness boost
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local m = l - c / 2
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--per-wedge logic
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local r, g, b = m, m, m
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if w < 1 then
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r = r + c
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g = g + x
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elseif w < 2 then
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r = r + x
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g = g + c
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elseif w < 3 then
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g = g + c
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b = b + x
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elseif w < 4 then
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g = g + x
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b = b + c
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elseif w < 5 then
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b = b + c
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r = r + x
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else
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b = b + x
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r = r + c
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end
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return r, g, b
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end
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--convert rgb to hsl
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function colour.rgb_to_hsl(r, g, b)
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local max, min = math.max(r, g, b), math.min(r, g, b)
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if max == min then return 0, 0, min end
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local l, d = max + min, max - min
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local s = d / (l > 1 and (2 - l) or l)
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l = l / 2
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local h --depends on below
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if max == r then
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h = (g - b) / d
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if g < b then h = h + 6 end
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elseif max == g then
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h = (b - r) / d + 2
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else
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h = (r - g) / d + 4
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end
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return h / 6, s, l
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end
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--convert hsv to rgb
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--all components are 0-1, hue is fraction of a turn rather than degrees or radians
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function colour.hsv_to_rgb(h, s, v)
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--wedge slice
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local w = (math.wrap(h, 0, 1) * 6)
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--chroma
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local c = v * s
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--secondary
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local x = c * (1 - math.abs(w % 2 - 1))
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--match value
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local m = v - c
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--per-wedge logic
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local r, g, b = m, m, m
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if w < 1 then
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r = r + c
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g = g + x
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elseif w < 2 then
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r = r + x
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g = g + c
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elseif w < 3 then
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g = g + c
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b = b + x
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elseif w < 4 then
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g = g + x
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b = b + c
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elseif w < 5 then
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b = b + c
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r = r + x
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else
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b = b + x
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r = r + c
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end
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return r, g, b
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end
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--convert rgb to hsv
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function colour.rgb_to_hsv(r, g, b)
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local max, min = math.max(r, g, b), math.min(r, g, b)
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if max == min then return 0, 0, min end
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local v, d = max, max - min
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local s = (max == 0) and 0 or (d / max)
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local h --depends on below
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if max == r then
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h = (g - b) / d
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if g < b then h = h + 6 end
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elseif max == g then
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h = (b - r) / d + 2
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else
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h = (r - g) / d + 4
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end
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return h / 6, s, v
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end
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--conversion between hsl and hsv
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function colour.hsl_to_hsv(h, s, l)
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local v = l + s * math.min(l, 1 - l)
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s = (v == 0) and 0 or (2 * (1 - l / v))
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return h, s, v
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end
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function colour.hsv_to_hsl(h, s, v)
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local l = v * (1 - s / 2)
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s = (l == 0 or l == 1) and 0 or ((v - l) / math.min(l, 1 - l))
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return h, s, l
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end
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--oklab https://bottosson.github.io/posts/oklab/
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function colour.oklab_to_rgb(l, a, b)
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local _l = l + 0.3963377774 * a + 0.2158037573 * b
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local _m = l - 0.1055613458 * a - 0.0638541728 * b
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local _s = l - 0.0894841775 * a - 1.2914855480 * b
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_l = math.pow(_l, 3.0)
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_m = math.pow(_m, 3.0)
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_s = math.pow(_s, 3.0)
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local red, green, blue = love.math.linearToGamma(
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( 4.0767245293 * _l - 3.3072168827 * _m + 0.2307590544 * _s),
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(-1.2681437731 * _l + 2.6093323231 * _m - 0.3411344290 * _s),
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(-0.0041119885 * _l - 0.7034763098 * _m + 1.7068625689 * _s)
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)
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return red, green, blue
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end
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function colour.rgb_to_oklab(red, green, blue)
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red, green, blue = love.math.gammaToLinear(red, green, blue)
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local _l = 0.4121656120 * red + 0.5362752080 * green + 0.0514575653 * blue
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local _m = 0.2118591070 * red + 0.6807189584 * green + 0.1074065790 * blue
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local _s = 0.0883097947 * red + 0.2818474174 * green + 0.6302613616 * blue
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_l = math.pow(_l, 1.0 / 3.0)
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_m = math.pow(_m, 1.0 / 3.0)
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_s = math.pow(_s, 1.0 / 3.0)
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local l = 0.2104542553 * _l + 0.7936177850 * _m - 0.0040720468 * _s
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local a = 1.9779984951 * _l - 2.4285922050 * _m + 0.4505937099 * _s
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local b = 0.0259040371 * _l + 0.7827717662 * _m - 0.8086757660 * _s
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return l, a, b
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end
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--colour distance functions
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--distance of one colour to another (linear space)
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--can be used for finding nearest colours for palette mapping, for example
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function colour.distance_rgb(
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ar, ag, ab,
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br, bg, bb
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)
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local dr, dg, db = ar - br, ag - bg, ab - bb
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return math.sqrt(dr * dr + dg * dg + db * db)
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end
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function colour.distance_packed_rgb(a, b)
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local ar, ag, ab = colour.unpack_rgb(a)
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local br, bg, bb = colour.unpack_rgb(b)
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return colour.distance_rgb(
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ar, ag, ab,
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br, bg, bb
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)
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end
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--todo: rgba and various other unpacks
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return colour
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