chore(build): repair vendored baseline
- commit
- d4952b41d17da47c4f9870c27e97820adf5202e5
- author
- brice · · 2026-07-14 05:44 UTC
- parent
- ae333bf
- signature
- GPG Verified
CD88F9E564E0102646FB6077A1A07C7C7C3E349D· arch-gpg Verified for the committer email
3316 files · +1391338 -4
M Makefile +2 -2
| @@ -239,13 +239,13 @@ flatpak-deps: ## Install Flatpak build dependencies (Arch) | |||
| 239 | 239 | ||
| 240 | 240 | flatpak-build: ## Build Flatpak bundle locally | |
| 241 | 241 | @echo "Building Flatpak bundle..." | |
| 242 | - | flatpak-builder --force-clean --user --repo=flatpak-repo flatpak-build dev.bnema.Dumber.yml | |
| 242 | + | flatpak-builder --force-clean --user --repo=flatpak-repo flatpak-build flatpak/dev.bnema.Dumber.yml | |
| 243 | 243 | flatpak build-bundle flatpak-repo dumber.flatpak dev.bnema.Dumber | |
| 244 | 244 | @echo "Flatpak bundle created: dumber.flatpak" | |
| 245 | 245 | ||
| 246 | 246 | flatpak-install: ## Install Flatpak locally for testing | |
| 247 | 247 | @echo "Installing Flatpak locally..." | |
| 248 | - | flatpak-builder --force-clean --user --install flatpak-build dev.bnema.Dumber.yml | |
| 248 | + | flatpak-builder --force-clean --user --install flatpak-build flatpak/dev.bnema.Dumber.yml | |
| 249 | 249 | @echo "Flatpak installed! Run with: make flatpak-run" | |
| 250 | 250 | ||
| 251 | 251 | flatpak-run: ## Run the installed Flatpak | |
| @@ -239,13 +239,13 @@ flatpak-deps: ## Install Flatpak build dependencies (Arch) | |||||
| 239 | 239 | ||||
| 240 | flatpak-build: ## Build Flatpak bundle locally | 240 | flatpak-build: ## Build Flatpak bundle locally | ||
| 241 | @echo "Building Flatpak bundle..." | 241 | @echo "Building Flatpak bundle..." | ||
| 242 | - | flatpak-builder --force-clean --user --repo=flatpak-repo flatpak-build dev.bnema.Dumber.yml | 242 | + | flatpak-builder --force-clean --user --repo=flatpak-repo flatpak-build flatpak/dev.bnema.Dumber.yml |
| 243 | flatpak build-bundle flatpak-repo dumber.flatpak dev.bnema.Dumber | 243 | flatpak build-bundle flatpak-repo dumber.flatpak dev.bnema.Dumber | ||
| 244 | @echo "Flatpak bundle created: dumber.flatpak" | 244 | @echo "Flatpak bundle created: dumber.flatpak" | ||
| 245 | 245 | ||||
| 246 | flatpak-install: ## Install Flatpak locally for testing | 246 | flatpak-install: ## Install Flatpak locally for testing | ||
| 247 | @echo "Installing Flatpak locally..." | 247 | @echo "Installing Flatpak locally..." | ||
| 248 | - | flatpak-builder --force-clean --user --install flatpak-build dev.bnema.Dumber.yml | 248 | + | flatpak-builder --force-clean --user --install flatpak-build flatpak/dev.bnema.Dumber.yml |
| 249 | @echo "Flatpak installed! Run with: make flatpak-run" | 249 | @echo "Flatpak installed! Run with: make flatpak-run" | ||
| 250 | 250 | ||||
| 251 | flatpak-run: ## Run the installed Flatpak | 251 | flatpak-run: ## Run the installed Flatpak | ||
M flatpak/dev.bnema.Dumber.yml +2 -2
| @@ -53,10 +53,10 @@ modules: | |||
| 53 | 53 | path: dev.bnema.Dumber.desktop | |
| 54 | 54 | # Icons | |
| 55 | 55 | - type: file | |
| 56 | - | path: assets/logo.svg | |
| 56 | + | path: ../assets/logo.svg | |
| 57 | 57 | dest-filename: logo.svg | |
| 58 | 58 | - type: file | |
| 59 | - | path: assets/logo-512.png | |
| 59 | + | path: ../assets/logo-512.png | |
| 60 | 60 | dest-filename: logo-512.png | |
| 61 | 61 | # Metainfo | |
| 62 | 62 | - type: file | |
| @@ -53,10 +53,10 @@ modules: | |||||
| 53 | path: dev.bnema.Dumber.desktop | 53 | path: dev.bnema.Dumber.desktop | ||
| 54 | # Icons | 54 | # Icons | ||
| 55 | - type: file | 55 | - type: file | ||
| 56 | - | path: assets/logo.svg | 56 | + | path: ../assets/logo.svg |
| 57 | dest-filename: logo.svg | 57 | dest-filename: logo.svg | ||
| 58 | - type: file | 58 | - type: file | ||
| 59 | - | path: assets/logo-512.png | 59 | + | path: ../assets/logo-512.png |
| 60 | dest-filename: logo-512.png | 60 | dest-filename: logo-512.png | ||
| 61 | # Metainfo | 61 | # Metainfo | ||
| 62 | - type: file | 62 | - type: file | ||
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A vendor/github.com/a-h/parse/LICENSE +21 -0 generated file: collapsed
A vendor/github.com/a-h/parse/README.md +145 -0 generated file: collapsed
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A vendor/github.com/a-h/templ/.goreleaser.yaml +72 -0 generated file: collapsed
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A vendor/github.com/andybalholm/brotli/cluster_distance.go +326 -0 generated file: collapsed
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A vendor/github.com/andybalholm/brotli/compress_fragment_two_pass.go +775 -0 generated file: collapsed
A vendor/github.com/andybalholm/brotli/constants.go +77 -0 generated file: collapsed
A vendor/github.com/andybalholm/brotli/context.go +2176 -0 generated file: collapsed
A vendor/github.com/andybalholm/brotli/decode.go +2570 -0 generated file: collapsed
A vendor/github.com/andybalholm/brotli/dictionary.go +122890 -0 generated file: collapsed
A vendor/github.com/andybalholm/brotli/dictionary_hash.go +32779 -0 generated file: collapsed
A vendor/github.com/andybalholm/brotli/encode.go +1220 -0 generated file: collapsed
A vendor/github.com/andybalholm/brotli/encoder.go +177 -0 generated file: collapsed
A vendor/github.com/andybalholm/brotli/encoder_dict.go +22 -0 generated file: collapsed
A vendor/github.com/andybalholm/brotli/encoder_fast.go +197 -0 generated file: collapsed
A vendor/github.com/andybalholm/brotli/entropy_encode.go +592 -0 generated file: collapsed
A vendor/github.com/andybalholm/brotli/entropy_encode_static.go +4399 -0 generated file: collapsed
A vendor/github.com/andybalholm/brotli/fast_log.go +290 -0 generated file: collapsed
A vendor/github.com/andybalholm/brotli/find_match_length.go +45 -0 generated file: collapsed
A vendor/github.com/andybalholm/brotli/flate/LICENSE +27 -0 generated file: collapsed
A vendor/github.com/andybalholm/brotli/flate/README.md +2 -0 generated file: collapsed
A vendor/github.com/andybalholm/brotli/flate/gzip.go +65 -0 generated file: collapsed
A vendor/github.com/andybalholm/brotli/flate/huffman_bit_writer.go +517 -0 generated file: collapsed
A vendor/github.com/andybalholm/brotli/flate/huffman_code.go +346 -0 generated file: collapsed
A vendor/github.com/andybalholm/brotli/flate/token.go +80 -0 generated file: collapsed
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A vendor/github.com/andybalholm/brotli/h5.go +214 -0 generated file: collapsed
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A vendor/github.com/andybalholm/brotli/hash.go +342 -0 generated file: collapsed
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A vendor/github.com/andybalholm/brotli/hash_forgetful_chain.go +252 -0 generated file: collapsed
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| @@ -0,0 +1,1156 @@ | |||
| 1 | + | // The colorful package provides all kinds of functions for working with colors. | |
| 2 | + | package colorful | |
| 3 | + | ||
| 4 | + | import ( | |
| 5 | + | "fmt" | |
| 6 | + | "image/color" | |
| 7 | + | "math" | |
| 8 | + | "strconv" | |
| 9 | + | ) | |
| 10 | + | ||
| 11 | + | // A color is stored internally using sRGB (standard RGB) values in the range 0-1 | |
| 12 | + | type Color struct { | |
| 13 | + | R, G, B float64 | |
| 14 | + | } | |
| 15 | + | ||
| 16 | + | // Implement the Go color.Color interface. | |
| 17 | + | func (col Color) RGBA() (r, g, b, a uint32) { | |
| 18 | + | r = uint32(col.R*65535.0 + 0.5) | |
| 19 | + | g = uint32(col.G*65535.0 + 0.5) | |
| 20 | + | b = uint32(col.B*65535.0 + 0.5) | |
| 21 | + | a = 0xFFFF | |
| 22 | + | return | |
| 23 | + | } | |
| 24 | + | ||
| 25 | + | // Constructs a colorful.Color from something implementing color.Color | |
| 26 | + | func MakeColor(col color.Color) (Color, bool) { | |
| 27 | + | r, g, b, a := col.RGBA() | |
| 28 | + | if a == 0 { | |
| 29 | + | return Color{0, 0, 0}, false | |
| 30 | + | } | |
| 31 | + | ||
| 32 | + | // Since color.Color is alpha pre-multiplied, we need to divide the | |
| 33 | + | // RGB values by alpha again in order to get back the original RGB. | |
| 34 | + | r *= 0xffff | |
| 35 | + | r /= a | |
| 36 | + | g *= 0xffff | |
| 37 | + | g /= a | |
| 38 | + | b *= 0xffff | |
| 39 | + | b /= a | |
| 40 | + | ||
| 41 | + | return Color{float64(r) / 65535.0, float64(g) / 65535.0, float64(b) / 65535.0}, true | |
| 42 | + | } | |
| 43 | + | ||
| 44 | + | // Might come in handy sometimes to reduce boilerplate code. | |
| 45 | + | func (col Color) RGB255() (r, g, b uint8) { | |
| 46 | + | r = uint8(col.R*255.0 + 0.5) | |
| 47 | + | g = uint8(col.G*255.0 + 0.5) | |
| 48 | + | b = uint8(col.B*255.0 + 0.5) | |
| 49 | + | return | |
| 50 | + | } | |
| 51 | + | ||
| 52 | + | // Used to simplify HSLuv testing. | |
| 53 | + | func (col Color) values() (float64, float64, float64) { | |
| 54 | + | return col.R, col.G, col.B | |
| 55 | + | } | |
| 56 | + | ||
| 57 | + | // This is the tolerance used when comparing colors using AlmostEqualRgb. | |
| 58 | + | const Delta = 1.0 / 255.0 | |
| 59 | + | ||
| 60 | + | // This is the default reference white point. | |
| 61 | + | var D65 = [3]float64{0.95047, 1.00000, 1.08883} | |
| 62 | + | ||
| 63 | + | // And another one. | |
| 64 | + | var D50 = [3]float64{0.96422, 1.00000, 0.82521} | |
| 65 | + | ||
| 66 | + | // Checks whether the color exists in RGB space, i.e. all values are in [0..1] | |
| 67 | + | func (c Color) IsValid() bool { | |
| 68 | + | return 0.0 <= c.R && c.R <= 1.0 && | |
| 69 | + | 0.0 <= c.G && c.G <= 1.0 && | |
| 70 | + | 0.0 <= c.B && c.B <= 1.0 | |
| 71 | + | } | |
| 72 | + | ||
| 73 | + | // clamp01 clamps from 0 to 1. | |
| 74 | + | func clamp01(v float64) float64 { | |
| 75 | + | return math.Max(0.0, math.Min(v, 1.0)) | |
| 76 | + | } | |
| 77 | + | ||
| 78 | + | // Returns Clamps the color into valid range, clamping each value to [0..1] | |
| 79 | + | // If the color is valid already, this is a no-op. | |
| 80 | + | func (c Color) Clamped() Color { | |
| 81 | + | return Color{clamp01(c.R), clamp01(c.G), clamp01(c.B)} | |
| 82 | + | } | |
| 83 | + | ||
| 84 | + | func sq(v float64) float64 { | |
| 85 | + | return v * v | |
| 86 | + | } | |
| 87 | + | ||
| 88 | + | func cub(v float64) float64 { | |
| 89 | + | return v * v * v | |
| 90 | + | } | |
| 91 | + | ||
| 92 | + | // DistanceRgb computes the distance between two colors in RGB space. | |
| 93 | + | // This is not a good measure! Rather do it in Lab space. | |
| 94 | + | func (c1 Color) DistanceRgb(c2 Color) float64 { | |
| 95 | + | return math.Sqrt(sq(c1.R-c2.R) + sq(c1.G-c2.G) + sq(c1.B-c2.B)) | |
| 96 | + | } | |
| 97 | + | ||
| 98 | + | // DistanceLinearRgb computes the distance between two colors in linear RGB | |
| 99 | + | // space. This is not useful for measuring how humans perceive color, but | |
| 100 | + | // might be useful for other things, like dithering. | |
| 101 | + | func (c1 Color) DistanceLinearRgb(c2 Color) float64 { | |
| 102 | + | r1, g1, b1 := c1.LinearRgb() | |
| 103 | + | r2, g2, b2 := c2.LinearRgb() | |
| 104 | + | return math.Sqrt(sq(r1-r2) + sq(g1-g2) + sq(b1-b2)) | |
| 105 | + | } | |
| 106 | + | ||
| 107 | + | // DistanceLinearRGB is deprecated in favour of DistanceLinearRgb. | |
| 108 | + | // They do the exact same thing. | |
| 109 | + | func (c1 Color) DistanceLinearRGB(c2 Color) float64 { | |
| 110 | + | return c1.DistanceLinearRgb(c2) | |
| 111 | + | } | |
| 112 | + | ||
| 113 | + | // DistanceRiemersma is a color distance algorithm developed by Thiadmer Riemersma. | |
| 114 | + | // It uses RGB coordinates, but he claims it has similar results to CIELUV. | |
| 115 | + | // This makes it both fast and accurate. | |
| 116 | + | // | |
| 117 | + | // Sources: | |
| 118 | + | // | |
| 119 | + | // https://www.compuphase.com/cmetric.htm | |
| 120 | + | // https://github.com/lucasb-eyer/go-colorful/issues/52 | |
| 121 | + | func (c1 Color) DistanceRiemersma(c2 Color) float64 { | |
| 122 | + | rAvg := (c1.R + c2.R) / 2.0 | |
| 123 | + | // Deltas | |
| 124 | + | dR := c1.R - c2.R | |
| 125 | + | dG := c1.G - c2.G | |
| 126 | + | dB := c1.B - c2.B | |
| 127 | + | ||
| 128 | + | return math.Sqrt((2+rAvg)*dR*dR + 4*dG*dG + (2+(1-rAvg))*dB*dB) | |
| 129 | + | } | |
| 130 | + | ||
| 131 | + | // Check for equality between colors within the tolerance Delta (1/255). | |
| 132 | + | func (c1 Color) AlmostEqualRgb(c2 Color) bool { | |
| 133 | + | return math.Abs(c1.R-c2.R)+ | |
| 134 | + | math.Abs(c1.G-c2.G)+ | |
| 135 | + | math.Abs(c1.B-c2.B) < 3.0*Delta | |
| 136 | + | } | |
| 137 | + | ||
| 138 | + | // You don't really want to use this, do you? Go for BlendLab, BlendLuv or BlendHcl. | |
| 139 | + | func (c1 Color) BlendRgb(c2 Color, t float64) Color { | |
| 140 | + | return Color{ | |
| 141 | + | c1.R + t*(c2.R-c1.R), | |
| 142 | + | c1.G + t*(c2.G-c1.G), | |
| 143 | + | c1.B + t*(c2.B-c1.B), | |
| 144 | + | } | |
| 145 | + | } | |
| 146 | + | ||
| 147 | + | // Utility used by Hxx color-spaces for interpolating between two angles in [0,360]. | |
| 148 | + | func interp_angle(a0, a1, t float64) float64 { | |
| 149 | + | // Based on the answer here: http://stackoverflow.com/a/14498790/2366315 | |
| 150 | + | // With potential proof that it works here: http://math.stackexchange.com/a/2144499 | |
| 151 | + | delta := math.Mod(math.Mod(a1-a0, 360.0)+540, 360.0) - 180.0 | |
| 152 | + | return math.Mod(a0+t*delta+360.0, 360.0) | |
| 153 | + | } | |
| 154 | + | ||
| 155 | + | /// HSV /// | |
| 156 | + | /////////// | |
| 157 | + | // From http://en.wikipedia.org/wiki/HSL_and_HSV | |
| 158 | + | // Note that h is in [0..359] and s,v in [0..1] | |
| 159 | + | ||
| 160 | + | // Hsv returns the Hue [0..359], Saturation and Value [0..1] of the color. | |
| 161 | + | func (col Color) Hsv() (h, s, v float64) { | |
| 162 | + | min := math.Min(math.Min(col.R, col.G), col.B) | |
| 163 | + | v = math.Max(math.Max(col.R, col.G), col.B) | |
| 164 | + | C := v - min | |
| 165 | + | ||
| 166 | + | s = 0.0 | |
| 167 | + | if v != 0.0 { | |
| 168 | + | s = C / v | |
| 169 | + | } | |
| 170 | + | ||
| 171 | + | h = 0.0 // We use 0 instead of undefined as in wp. | |
| 172 | + | if min != v { | |
| 173 | + | if v == col.R { | |
| 174 | + | h = math.Mod((col.G-col.B)/C, 6.0) | |
| 175 | + | } | |
| 176 | + | if v == col.G { | |
| 177 | + | h = (col.B-col.R)/C + 2.0 | |
| 178 | + | } | |
| 179 | + | if v == col.B { | |
| 180 | + | h = (col.R-col.G)/C + 4.0 | |
| 181 | + | } | |
| 182 | + | h *= 60.0 | |
| 183 | + | if h < 0.0 { | |
| 184 | + | h += 360.0 | |
| 185 | + | } | |
| 186 | + | } | |
| 187 | + | return | |
| 188 | + | } | |
| 189 | + | ||
| 190 | + | // Hsv creates a new Color given a Hue in [0..359], a Saturation and a Value in [0..1] | |
| 191 | + | func Hsv(H, S, V float64) Color { | |
| 192 | + | Hp := H / 60.0 | |
| 193 | + | C := V * S | |
| 194 | + | X := C * (1.0 - math.Abs(math.Mod(Hp, 2.0)-1.0)) | |
| 195 | + | ||
| 196 | + | m := V - C | |
| 197 | + | r, g, b := 0.0, 0.0, 0.0 | |
| 198 | + | ||
| 199 | + | switch { | |
| 200 | + | case 0.0 <= Hp && Hp < 1.0: | |
| 201 | + | r = C | |
| 202 | + | g = X | |
| 203 | + | case 1.0 <= Hp && Hp < 2.0: | |
| 204 | + | r = X | |
| 205 | + | g = C | |
| 206 | + | case 2.0 <= Hp && Hp < 3.0: | |
| 207 | + | g = C | |
| 208 | + | b = X | |
| 209 | + | case 3.0 <= Hp && Hp < 4.0: | |
| 210 | + | g = X | |
| 211 | + | b = C | |
| 212 | + | case 4.0 <= Hp && Hp < 5.0: | |
| 213 | + | r = X | |
| 214 | + | b = C | |
| 215 | + | case 5.0 <= Hp && Hp < 6.0: | |
| 216 | + | r = C | |
| 217 | + | b = X | |
| 218 | + | } | |
| 219 | + | ||
| 220 | + | return Color{m + r, m + g, m + b} | |
| 221 | + | } | |
| 222 | + | ||
| 223 | + | // You don't really want to use this, do you? Go for BlendLab, BlendLuv or BlendHcl. | |
| 224 | + | func (c1 Color) BlendHsv(c2 Color, t float64) Color { | |
| 225 | + | h1, s1, v1 := c1.Hsv() | |
| 226 | + | h2, s2, v2 := c2.Hsv() | |
| 227 | + | ||
| 228 | + | // https://github.com/lucasb-eyer/go-colorful/pull/60 | |
| 229 | + | if s1 == 0 && s2 != 0 { | |
| 230 | + | h1 = h2 | |
| 231 | + | } else if s2 == 0 && s1 != 0 { | |
| 232 | + | h2 = h1 | |
| 233 | + | } | |
| 234 | + | ||
| 235 | + | // We know that h are both in [0..360] | |
| 236 | + | return Hsv(interp_angle(h1, h2, t), s1+t*(s2-s1), v1+t*(v2-v1)) | |
| 237 | + | } | |
| 238 | + | ||
| 239 | + | /// HSL /// | |
| 240 | + | /////////// | |
| 241 | + | ||
| 242 | + | // Hsl returns the Hue [0..359], Saturation [0..1], and Luminance (lightness) [0..1] of the color. | |
| 243 | + | func (col Color) Hsl() (h, s, l float64) { | |
| 244 | + | min := math.Min(math.Min(col.R, col.G), col.B) | |
| 245 | + | max := math.Max(math.Max(col.R, col.G), col.B) | |
| 246 | + | ||
| 247 | + | l = (max + min) / 2 | |
| 248 | + | ||
| 249 | + | if min == max { | |
| 250 | + | s = 0 | |
| 251 | + | h = 0 | |
| 252 | + | } else { | |
| 253 | + | if l < 0.5 { | |
| 254 | + | s = (max - min) / (max + min) | |
| 255 | + | } else { | |
| 256 | + | s = (max - min) / (2.0 - max - min) | |
| 257 | + | } | |
| 258 | + | ||
| 259 | + | if max == col.R { | |
| 260 | + | h = (col.G - col.B) / (max - min) | |
| 261 | + | } else if max == col.G { | |
| 262 | + | h = 2.0 + (col.B-col.R)/(max-min) | |
| 263 | + | } else { | |
| 264 | + | h = 4.0 + (col.R-col.G)/(max-min) | |
| 265 | + | } | |
| 266 | + | ||
| 267 | + | h *= 60 | |
| 268 | + | ||
| 269 | + | if h < 0 { | |
| 270 | + | h += 360 | |
| 271 | + | } | |
| 272 | + | } | |
| 273 | + | ||
| 274 | + | return | |
| 275 | + | } | |
| 276 | + | ||
| 277 | + | // Hsl creates a new Color given a Hue in [0..359], a Saturation [0..1], and a Luminance (lightness) in [0..1] | |
| 278 | + | func Hsl(h, s, l float64) Color { | |
| 279 | + | if s == 0 { | |
| 280 | + | return Color{l, l, l} | |
| 281 | + | } | |
| 282 | + | ||
| 283 | + | var r, g, b float64 | |
| 284 | + | var t1 float64 | |
| 285 | + | var t2 float64 | |
| 286 | + | var tr float64 | |
| 287 | + | var tg float64 | |
| 288 | + | var tb float64 | |
| 289 | + | ||
| 290 | + | if l < 0.5 { | |
| 291 | + | t1 = l * (1.0 + s) | |
| 292 | + | } else { | |
| 293 | + | t1 = l + s - l*s | |
| 294 | + | } | |
| 295 | + | ||
| 296 | + | t2 = 2*l - t1 | |
| 297 | + | h /= 360 | |
| 298 | + | tr = h + 1.0/3.0 | |
| 299 | + | tg = h | |
| 300 | + | tb = h - 1.0/3.0 | |
| 301 | + | ||
| 302 | + | if tr < 0 { | |
| 303 | + | tr++ | |
| 304 | + | } | |
| 305 | + | if tr > 1 { | |
| 306 | + | tr-- | |
| 307 | + | } | |
| 308 | + | if tg < 0 { | |
| 309 | + | tg++ | |
| 310 | + | } | |
| 311 | + | if tg > 1 { | |
| 312 | + | tg-- | |
| 313 | + | } | |
| 314 | + | if tb < 0 { | |
| 315 | + | tb++ | |
| 316 | + | } | |
| 317 | + | if tb > 1 { | |
| 318 | + | tb-- | |
| 319 | + | } | |
| 320 | + | ||
| 321 | + | // Red | |
| 322 | + | if 6*tr < 1 { | |
| 323 | + | r = t2 + (t1-t2)*6*tr | |
| 324 | + | } else if 2*tr < 1 { | |
| 325 | + | r = t1 | |
| 326 | + | } else if 3*tr < 2 { | |
| 327 | + | r = t2 + (t1-t2)*(2.0/3.0-tr)*6 | |
| 328 | + | } else { | |
| 329 | + | r = t2 | |
| 330 | + | } | |
| 331 | + | ||
| 332 | + | // Green | |
| 333 | + | if 6*tg < 1 { | |
| 334 | + | g = t2 + (t1-t2)*6*tg | |
| 335 | + | } else if 2*tg < 1 { | |
| 336 | + | g = t1 | |
| 337 | + | } else if 3*tg < 2 { | |
| 338 | + | g = t2 + (t1-t2)*(2.0/3.0-tg)*6 | |
| 339 | + | } else { | |
| 340 | + | g = t2 | |
| 341 | + | } | |
| 342 | + | ||
| 343 | + | // Blue | |
| 344 | + | if 6*tb < 1 { | |
| 345 | + | b = t2 + (t1-t2)*6*tb | |
| 346 | + | } else if 2*tb < 1 { | |
| 347 | + | b = t1 | |
| 348 | + | } else if 3*tb < 2 { | |
| 349 | + | b = t2 + (t1-t2)*(2.0/3.0-tb)*6 | |
| 350 | + | } else { | |
| 351 | + | b = t2 | |
| 352 | + | } | |
| 353 | + | ||
| 354 | + | return Color{r, g, b} | |
| 355 | + | } | |
| 356 | + | ||
| 357 | + | /// Hex /// | |
| 358 | + | /////////// | |
| 359 | + | ||
| 360 | + | // Hex returns the hex "html" representation of the color, as in #ff0080. | |
| 361 | + | func (col Color) Hex() string { | |
| 362 | + | // Add 0.5 for rounding | |
| 363 | + | 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)) | |
| 364 | + | } | |
| 365 | + | ||
| 366 | + | // Hex parses a "html" hex color-string, either in the 3 "#f0c" or 6 "#ff1034" digits form. | |
| 367 | + | func Hex(scol string) (Color, error) { | |
| 368 | + | if scol == "" || scol[0] != '#' { | |
| 369 | + | return Color{}, fmt.Errorf("color: %v is not a hex-color", scol) | |
| 370 | + | } | |
| 371 | + | var c Color | |
| 372 | + | var err error | |
| 373 | + | switch len(scol) { | |
| 374 | + | case 4: | |
| 375 | + | c, err = parseHexColor(scol[1:2], scol[2:3], scol[3:4], 4, 1.0/15.0) | |
| 376 | + | case 7: | |
| 377 | + | c, err = parseHexColor(scol[1:3], scol[3:5], scol[5:7], 8, 1.0/255.0) | |
| 378 | + | default: | |
| 379 | + | return Color{}, fmt.Errorf("color: %v is not a hex-color", scol) | |
| 380 | + | } | |
| 381 | + | if err != nil { | |
| 382 | + | return Color{}, fmt.Errorf("color: %v is not a hex-color: %w", scol, err) | |
| 383 | + | } | |
| 384 | + | return c, nil | |
| 385 | + | } | |
| 386 | + | ||
| 387 | + | func parseHexColor(r, g, b string, bits int, factor float64) (Color, error) { | |
| 388 | + | var c Color | |
| 389 | + | var v uint64 | |
| 390 | + | var err error | |
| 391 | + | ||
| 392 | + | if v, err = strconv.ParseUint(r, 16, bits); err != nil { | |
| 393 | + | return Color{}, err | |
| 394 | + | } | |
| 395 | + | c.R = float64(v) * factor | |
| 396 | + | ||
| 397 | + | if v, err = strconv.ParseUint(g, 16, bits); err != nil { | |
| 398 | + | return Color{}, err | |
| 399 | + | } | |
| 400 | + | c.G = float64(v) * factor | |
| 401 | + | ||
| 402 | + | if v, err = strconv.ParseUint(b, 16, bits); err != nil { | |
| 403 | + | return Color{}, err | |
| 404 | + | } | |
| 405 | + | c.B = float64(v) * factor | |
| 406 | + | ||
| 407 | + | return c, err | |
| 408 | + | } | |
| 409 | + | ||
| 410 | + | /// Linear /// | |
| 411 | + | ////////////// | |
| 412 | + | // http://www.sjbrown.co.uk/2004/05/14/gamma-correct-rendering/ | |
| 413 | + | // http://www.brucelindbloom.com/Eqn_RGB_to_XYZ.html | |
| 414 | + | ||
| 415 | + | func linearize(v float64) float64 { | |
| 416 | + | if v <= 0.04045 { | |
| 417 | + | return v / 12.92 | |
| 418 | + | } | |
| 419 | + | return math.Pow((v+0.055)/1.055, 2.4) | |
| 420 | + | } | |
| 421 | + | ||
| 422 | + | // LinearRgb converts the color into the linear RGB space (see http://www.sjbrown.co.uk/2004/05/14/gamma-correct-rendering/). | |
| 423 | + | func (col Color) LinearRgb() (r, g, b float64) { | |
| 424 | + | r = linearize(col.R) | |
| 425 | + | g = linearize(col.G) | |
| 426 | + | b = linearize(col.B) | |
| 427 | + | return | |
| 428 | + | } | |
| 429 | + | ||
| 430 | + | // A much faster and still quite precise linearization using a 6th-order Taylor approximation. | |
| 431 | + | // See the accompanying Jupyter notebook for derivation of the constants. | |
| 432 | + | func linearize_fast(v float64) float64 { | |
| 433 | + | v1 := v - 0.5 | |
| 434 | + | v2 := v1 * v1 | |
| 435 | + | v3 := v2 * v1 | |
| 436 | + | v4 := v2 * v2 | |
| 437 | + | // v5 := v3*v2 | |
| 438 | + | return -0.248750514614486 + 0.925583310193438*v + 1.16740237321695*v2 + 0.280457026598666*v3 - 0.0757991963780179*v4 //+ 0.0437040411548932*v5 | |
| 439 | + | } | |
| 440 | + | ||
| 441 | + | // FastLinearRgb is much faster than and almost as accurate as LinearRgb. | |
| 442 | + | // BUT it is important to NOTE that they only produce good results for valid colors r,g,b in [0,1]. | |
| 443 | + | func (col Color) FastLinearRgb() (r, g, b float64) { | |
| 444 | + | r = linearize_fast(col.R) | |
| 445 | + | g = linearize_fast(col.G) | |
| 446 | + | b = linearize_fast(col.B) | |
| 447 | + | return | |
| 448 | + | } | |
| 449 | + | ||
| 450 | + | func delinearize(v float64) float64 { | |
| 451 | + | if v <= 0.0031308 { | |
| 452 | + | return 12.92 * v | |
| 453 | + | } | |
| 454 | + | return 1.055*math.Pow(v, 1.0/2.4) - 0.055 | |
| 455 | + | } | |
| 456 | + | ||
| 457 | + | // LinearRgb creates an sRGB color out of the given linear RGB color (see http://www.sjbrown.co.uk/2004/05/14/gamma-correct-rendering/). | |
| 458 | + | func LinearRgb(r, g, b float64) Color { | |
| 459 | + | return Color{delinearize(r), delinearize(g), delinearize(b)} | |
| 460 | + | } | |
| 461 | + | ||
| 462 | + | func delinearize_fast(v float64) float64 { | |
| 463 | + | // This function (fractional root) is much harder to linearize, so we need to split. | |
| 464 | + | if v > 0.2 { | |
| 465 | + | v1 := v - 0.6 | |
| 466 | + | v2 := v1 * v1 | |
| 467 | + | v3 := v2 * v1 | |
| 468 | + | v4 := v2 * v2 | |
| 469 | + | v5 := v3 * v2 | |
| 470 | + | return 0.442430344268235 + 0.592178981271708*v - 0.287864782562636*v2 + 0.253214392068985*v3 - 0.272557158129811*v4 + 0.325554383321718*v5 | |
| 471 | + | } else if v > 0.03 { | |
| 472 | + | v1 := v - 0.115 | |
| 473 | + | v2 := v1 * v1 | |
| 474 | + | v3 := v2 * v1 | |
| 475 | + | v4 := v2 * v2 | |
| 476 | + | v5 := v3 * v2 | |
| 477 | + | return 0.194915592891669 + 1.55227076330229*v - 3.93691860257828*v2 + 18.0679839248761*v3 - 101.468750302746*v4 + 632.341487393927*v5 | |
| 478 | + | } else { | |
| 479 | + | v1 := v - 0.015 | |
| 480 | + | v2 := v1 * v1 | |
| 481 | + | v3 := v2 * v1 | |
| 482 | + | v4 := v2 * v2 | |
| 483 | + | v5 := v3 * v2 | |
| 484 | + | // You can clearly see from the involved constants that the low-end is highly nonlinear. | |
| 485 | + | return 0.0519565234928877 + 5.09316778537561*v - 99.0338180489702*v2 + 3484.52322764895*v3 - 150028.083412663*v4 + 7168008.42971613*v5 | |
| 486 | + | } | |
| 487 | + | } | |
| 488 | + | ||
| 489 | + | // FastLinearRgb is much faster than and almost as accurate as LinearRgb. | |
| 490 | + | // BUT it is important to NOTE that they only produce good results for valid inputs r,g,b in [0,1]. | |
| 491 | + | func FastLinearRgb(r, g, b float64) Color { | |
| 492 | + | return Color{delinearize_fast(r), delinearize_fast(g), delinearize_fast(b)} | |
| 493 | + | } | |
| 494 | + | ||
| 495 | + | // XyzToLinearRgb converts from CIE XYZ-space to Linear RGB space. | |
| 496 | + | func XyzToLinearRgb(x, y, z float64) (r, g, b float64) { | |
| 497 | + | r = 3.2409699419045214*x - 1.5373831775700935*y - 0.49861076029300328*z | |
| 498 | + | g = -0.96924363628087983*x + 1.8759675015077207*y + 0.041555057407175613*z | |
| 499 | + | b = 0.055630079696993609*x - 0.20397695888897657*y + 1.0569715142428786*z | |
| 500 | + | return | |
| 501 | + | } | |
| 502 | + | ||
| 503 | + | func LinearRgbToXyz(r, g, b float64) (x, y, z float64) { | |
| 504 | + | x = 0.41239079926595948*r + 0.35758433938387796*g + 0.18048078840183429*b | |
| 505 | + | y = 0.21263900587151036*r + 0.71516867876775593*g + 0.072192315360733715*b | |
| 506 | + | z = 0.019330818715591851*r + 0.11919477979462599*g + 0.95053215224966058*b | |
| 507 | + | return | |
| 508 | + | } | |
| 509 | + | ||
| 510 | + | // BlendLinearRgb blends two colors in the Linear RGB color-space. | |
| 511 | + | // Unlike BlendRgb, this will not produce dark color around the center. | |
| 512 | + | // t == 0 results in c1, t == 1 results in c2 | |
| 513 | + | func (c1 Color) BlendLinearRgb(c2 Color, t float64) Color { | |
| 514 | + | r1, g1, b1 := c1.LinearRgb() | |
| 515 | + | r2, g2, b2 := c2.LinearRgb() | |
| 516 | + | return LinearRgb( | |
| 517 | + | r1+t*(r2-r1), | |
| 518 | + | g1+t*(g2-g1), | |
| 519 | + | b1+t*(b2-b1), | |
| 520 | + | ) | |
| 521 | + | } | |
| 522 | + | ||
| 523 | + | /// XYZ /// | |
| 524 | + | /////////// | |
| 525 | + | // http://www.sjbrown.co.uk/2004/05/14/gamma-correct-rendering/ | |
| 526 | + | ||
| 527 | + | func (col Color) Xyz() (x, y, z float64) { | |
| 528 | + | return LinearRgbToXyz(col.LinearRgb()) | |
| 529 | + | } | |
| 530 | + | ||
| 531 | + | func Xyz(x, y, z float64) Color { | |
| 532 | + | return LinearRgb(XyzToLinearRgb(x, y, z)) | |
| 533 | + | } | |
| 534 | + | ||
| 535 | + | /// xyY /// | |
| 536 | + | /////////// | |
| 537 | + | // http://www.brucelindbloom.com/Eqn_XYZ_to_xyY.html | |
| 538 | + | ||
| 539 | + | // Well, the name is bad, since it's xyY but Golang needs me to start with a | |
| 540 | + | // capital letter to make the method public. | |
| 541 | + | func XyzToXyy(X, Y, Z float64) (x, y, Yout float64) { | |
| 542 | + | return XyzToXyyWhiteRef(X, Y, Z, D65) | |
| 543 | + | } | |
| 544 | + | ||
| 545 | + | func XyzToXyyWhiteRef(X, Y, Z float64, wref [3]float64) (x, y, Yout float64) { | |
| 546 | + | Yout = Y | |
| 547 | + | N := X + Y + Z | |
| 548 | + | if math.Abs(N) < 1e-14 { | |
| 549 | + | // When we have black, Bruce Lindbloom recommends to use | |
| 550 | + | // the reference white's chromacity for x and y. | |
| 551 | + | x = wref[0] / (wref[0] + wref[1] + wref[2]) | |
| 552 | + | y = wref[1] / (wref[0] + wref[1] + wref[2]) | |
| 553 | + | } else { | |
| 554 | + | x = X / N | |
| 555 | + | y = Y / N | |
| 556 | + | } | |
| 557 | + | return | |
| 558 | + | } | |
| 559 | + | ||
| 560 | + | func XyyToXyz(x, y, Y float64) (X, Yout, Z float64) { | |
| 561 | + | Yout = Y | |
| 562 | + | ||
| 563 | + | if -1e-14 < y && y < 1e-14 { | |
| 564 | + | X = 0.0 | |
| 565 | + | Z = 0.0 | |
| 566 | + | } else { | |
| 567 | + | X = Y / y * x | |
| 568 | + | Z = Y / y * (1.0 - x - y) | |
| 569 | + | } | |
| 570 | + | ||
| 571 | + | return | |
| 572 | + | } | |
| 573 | + | ||
| 574 | + | // Converts the given color to CIE xyY space using D65 as reference white. | |
| 575 | + | // (Note that the reference white is only used for black input.) | |
| 576 | + | // x, y and Y are in [0..1] | |
| 577 | + | func (col Color) Xyy() (x, y, Y float64) { | |
| 578 | + | return XyzToXyy(col.Xyz()) | |
| 579 | + | } | |
| 580 | + | ||
| 581 | + | // Converts the given color to CIE xyY space, taking into account | |
| 582 | + | // a given reference white. (i.e. the monitor's white) | |
| 583 | + | // (Note that the reference white is only used for black input.) | |
| 584 | + | // x, y and Y are in [0..1] | |
| 585 | + | func (col Color) XyyWhiteRef(wref [3]float64) (x, y, Y float64) { | |
| 586 | + | X, Y2, Z := col.Xyz() | |
| 587 | + | return XyzToXyyWhiteRef(X, Y2, Z, wref) | |
| 588 | + | } | |
| 589 | + | ||
| 590 | + | // Generates a color by using data given in CIE xyY space. | |
| 591 | + | // x, y and Y are in [0..1] | |
| 592 | + | func Xyy(x, y, Y float64) Color { | |
| 593 | + | return Xyz(XyyToXyz(x, y, Y)) | |
| 594 | + | } | |
| 595 | + | ||
| 596 | + | /// L*a*b* /// | |
| 597 | + | ////////////// | |
| 598 | + | // http://en.wikipedia.org/wiki/Lab_color_space#CIELAB-CIEXYZ_conversions | |
| 599 | + | // For L*a*b*, we need to L*a*b*<->XYZ->RGB and the first one is device dependent. | |
| 600 | + | ||
| 601 | + | func lab_f(t float64) float64 { | |
| 602 | + | if t > 6.0/29.0*6.0/29.0*6.0/29.0 { | |
| 603 | + | return math.Cbrt(t) | |
| 604 | + | } | |
| 605 | + | return t/3.0*29.0/6.0*29.0/6.0 + 4.0/29.0 | |
| 606 | + | } | |
| 607 | + | ||
| 608 | + | func XyzToLab(x, y, z float64) (l, a, b float64) { | |
| 609 | + | // Use D65 white as reference point by default. | |
| 610 | + | // http://www.fredmiranda.com/forum/topic/1035332 | |
| 611 | + | // http://en.wikipedia.org/wiki/Standard_illuminant | |
| 612 | + | return XyzToLabWhiteRef(x, y, z, D65) | |
| 613 | + | } | |
| 614 | + | ||
| 615 | + | func XyzToLabWhiteRef(x, y, z float64, wref [3]float64) (l, a, b float64) { | |
| 616 | + | fy := lab_f(y / wref[1]) | |
| 617 | + | l = 1.16*fy - 0.16 | |
| 618 | + | a = 5.0 * (lab_f(x/wref[0]) - fy) | |
| 619 | + | b = 2.0 * (fy - lab_f(z/wref[2])) | |
| 620 | + | return | |
| 621 | + | } | |
| 622 | + | ||
| 623 | + | func lab_finv(t float64) float64 { | |
| 624 | + | if t > 6.0/29.0 { | |
| 625 | + | return t * t * t | |
| 626 | + | } | |
| 627 | + | return 3.0 * 6.0 / 29.0 * 6.0 / 29.0 * (t - 4.0/29.0) | |
| 628 | + | } | |
| 629 | + | ||
| 630 | + | func LabToXyz(l, a, b float64) (x, y, z float64) { | |
| 631 | + | // D65 white (see above). | |
| 632 | + | return LabToXyzWhiteRef(l, a, b, D65) | |
| 633 | + | } | |
| 634 | + | ||
| 635 | + | func LabToXyzWhiteRef(l, a, b float64, wref [3]float64) (x, y, z float64) { | |
| 636 | + | l2 := (l + 0.16) / 1.16 | |
| 637 | + | x = wref[0] * lab_finv(l2+a/5.0) | |
| 638 | + | y = wref[1] * lab_finv(l2) | |
| 639 | + | z = wref[2] * lab_finv(l2-b/2.0) | |
| 640 | + | return | |
| 641 | + | } | |
| 642 | + | ||
| 643 | + | // Converts the given color to CIE L*a*b* space using D65 as reference white. | |
| 644 | + | func (col Color) Lab() (l, a, b float64) { | |
| 645 | + | return XyzToLab(col.Xyz()) | |
| 646 | + | } | |
| 647 | + | ||
| 648 | + | // Converts the given color to CIE L*a*b* space, taking into account | |
| 649 | + | // a given reference white. (i.e. the monitor's white) | |
| 650 | + | func (col Color) LabWhiteRef(wref [3]float64) (l, a, b float64) { | |
| 651 | + | x, y, z := col.Xyz() | |
| 652 | + | return XyzToLabWhiteRef(x, y, z, wref) | |
| 653 | + | } | |
| 654 | + | ||
| 655 | + | // Generates a color by using data given in CIE L*a*b* space using D65 as reference white. | |
| 656 | + | // WARNING: many combinations of `l`, `a`, and `b` values do not have corresponding | |
| 657 | + | // valid RGB values, check the FAQ in the README if you're unsure. | |
| 658 | + | func Lab(l, a, b float64) Color { | |
| 659 | + | return Xyz(LabToXyz(l, a, b)) | |
| 660 | + | } | |
| 661 | + | ||
| 662 | + | // Generates a color by using data given in CIE L*a*b* space, taking | |
| 663 | + | // into account a given reference white. (i.e. the monitor's white) | |
| 664 | + | func LabWhiteRef(l, a, b float64, wref [3]float64) Color { | |
| 665 | + | return Xyz(LabToXyzWhiteRef(l, a, b, wref)) | |
| 666 | + | } | |
| 667 | + | ||
| 668 | + | // DistanceLab is a good measure of visual similarity between two colors! | |
| 669 | + | // A result of 0 would mean identical colors, while a result of 1 or higher | |
| 670 | + | // means the colors differ a lot. | |
| 671 | + | func (c1 Color) DistanceLab(c2 Color) float64 { | |
| 672 | + | l1, a1, b1 := c1.Lab() | |
| 673 | + | l2, a2, b2 := c2.Lab() | |
| 674 | + | return math.Sqrt(sq(l1-l2) + sq(a1-a2) + sq(b1-b2)) | |
| 675 | + | } | |
| 676 | + | ||
| 677 | + | // DistanceCIE76 is the same as DistanceLab. | |
| 678 | + | func (c1 Color) DistanceCIE76(c2 Color) float64 { | |
| 679 | + | return c1.DistanceLab(c2) | |
| 680 | + | } | |
| 681 | + | ||
| 682 | + | // Uses the CIE94 formula to calculate color distance. More accurate than | |
| 683 | + | // DistanceLab, but also more work. | |
| 684 | + | func (cl Color) DistanceCIE94(cr Color) float64 { | |
| 685 | + | l1, a1, b1 := cl.Lab() | |
| 686 | + | l2, a2, b2 := cr.Lab() | |
| 687 | + | ||
| 688 | + | // NOTE: Since all those formulas expect L,a,b values 100x larger than we | |
| 689 | + | // have them in this library, we either need to adjust all constants | |
| 690 | + | // in the formula, or convert the ranges of L,a,b before, and then | |
| 691 | + | // scale the distances down again. The latter is less error-prone. | |
| 692 | + | l1, a1, b1 = l1*100.0, a1*100.0, b1*100.0 | |
| 693 | + | l2, a2, b2 = l2*100.0, a2*100.0, b2*100.0 | |
| 694 | + | ||
| 695 | + | kl := 1.0 // 2.0 for textiles | |
| 696 | + | kc := 1.0 | |
| 697 | + | kh := 1.0 | |
| 698 | + | k1 := 0.045 // 0.048 for textiles | |
| 699 | + | k2 := 0.015 // 0.014 for textiles. | |
| 700 | + | ||
| 701 | + | deltaL := l1 - l2 | |
| 702 | + | c1 := math.Sqrt(sq(a1) + sq(b1)) | |
| 703 | + | c2 := math.Sqrt(sq(a2) + sq(b2)) | |
| 704 | + | deltaCab := c1 - c2 | |
| 705 | + | ||
| 706 | + | // Not taking Sqrt here for stability, and it's unnecessary. | |
| 707 | + | deltaHab2 := sq(a1-a2) + sq(b1-b2) - sq(deltaCab) | |
| 708 | + | sl := 1.0 | |
| 709 | + | sc := 1.0 + k1*c1 | |
| 710 | + | sh := 1.0 + k2*c1 | |
| 711 | + | ||
| 712 | + | vL2 := sq(deltaL / (kl * sl)) | |
| 713 | + | vC2 := sq(deltaCab / (kc * sc)) | |
| 714 | + | vH2 := deltaHab2 / sq(kh*sh) | |
| 715 | + | ||
| 716 | + | return math.Sqrt(vL2+vC2+vH2) * 0.01 // See above. | |
| 717 | + | } | |
| 718 | + | ||
| 719 | + | // DistanceCIEDE2000 uses the Delta E 2000 formula to calculate color | |
| 720 | + | // distance. It is more expensive but more accurate than both DistanceLab | |
| 721 | + | // and DistanceCIE94. | |
| 722 | + | func (cl Color) DistanceCIEDE2000(cr Color) float64 { | |
| 723 | + | return cl.DistanceCIEDE2000klch(cr, 1.0, 1.0, 1.0) | |
| 724 | + | } | |
| 725 | + | ||
| 726 | + | // DistanceCIEDE2000klch uses the Delta E 2000 formula with custom values | |
| 727 | + | // for the weighting factors kL, kC, and kH. | |
| 728 | + | func (cl Color) DistanceCIEDE2000klch(cr Color, kl, kc, kh float64) float64 { | |
| 729 | + | l1, a1, b1 := cl.Lab() | |
| 730 | + | l2, a2, b2 := cr.Lab() | |
| 731 | + | ||
| 732 | + | // As with CIE94, we scale up the ranges of L,a,b beforehand and scale | |
| 733 | + | // them down again afterwards. | |
| 734 | + | l1, a1, b1 = l1*100.0, a1*100.0, b1*100.0 | |
| 735 | + | l2, a2, b2 = l2*100.0, a2*100.0, b2*100.0 | |
| 736 | + | ||
| 737 | + | cab1 := math.Sqrt(sq(a1) + sq(b1)) | |
| 738 | + | cab2 := math.Sqrt(sq(a2) + sq(b2)) | |
| 739 | + | cabmean := (cab1 + cab2) / 2 | |
| 740 | + | ||
| 741 | + | g := 0.5 * (1 - math.Sqrt(math.Pow(cabmean, 7)/(math.Pow(cabmean, 7)+math.Pow(25, 7)))) | |
| 742 | + | ap1 := (1 + g) * a1 | |
| 743 | + | ap2 := (1 + g) * a2 | |
| 744 | + | cp1 := math.Sqrt(sq(ap1) + sq(b1)) | |
| 745 | + | cp2 := math.Sqrt(sq(ap2) + sq(b2)) | |
| 746 | + | ||
| 747 | + | hp1 := 0.0 | |
| 748 | + | if b1 != ap1 || ap1 != 0 { | |
| 749 | + | hp1 = math.Atan2(b1, ap1) | |
| 750 | + | if hp1 < 0 { | |
| 751 | + | hp1 += math.Pi * 2 | |
| 752 | + | } | |
| 753 | + | hp1 *= 180 / math.Pi | |
| 754 | + | } | |
| 755 | + | hp2 := 0.0 | |
| 756 | + | if b2 != ap2 || ap2 != 0 { | |
| 757 | + | hp2 = math.Atan2(b2, ap2) | |
| 758 | + | if hp2 < 0 { | |
| 759 | + | hp2 += math.Pi * 2 | |
| 760 | + | } | |
| 761 | + | hp2 *= 180 / math.Pi | |
| 762 | + | } | |
| 763 | + | ||
| 764 | + | deltaLp := l2 - l1 | |
| 765 | + | deltaCp := cp2 - cp1 | |
| 766 | + | dhp := 0.0 | |
| 767 | + | cpProduct := cp1 * cp2 | |
| 768 | + | if cpProduct != 0 { | |
| 769 | + | dhp = hp2 - hp1 | |
| 770 | + | if dhp > 180 { | |
| 771 | + | dhp -= 360 | |
| 772 | + | } else if dhp < -180 { | |
| 773 | + | dhp += 360 | |
| 774 | + | } | |
| 775 | + | } | |
| 776 | + | deltaHp := 2 * math.Sqrt(cpProduct) * math.Sin(dhp/2*math.Pi/180) | |
| 777 | + | ||
| 778 | + | lpmean := (l1 + l2) / 2 | |
| 779 | + | cpmean := (cp1 + cp2) / 2 | |
| 780 | + | hpmean := hp1 + hp2 | |
| 781 | + | if cpProduct != 0 { | |
| 782 | + | hpmean /= 2 | |
| 783 | + | if math.Abs(hp1-hp2) > 180 { | |
| 784 | + | if hp1+hp2 < 360 { | |
| 785 | + | hpmean += 180 | |
| 786 | + | } else { | |
| 787 | + | hpmean -= 180 | |
| 788 | + | } | |
| 789 | + | } | |
| 790 | + | } | |
| 791 | + | ||
| 792 | + | t := 1 - 0.17*math.Cos((hpmean-30)*math.Pi/180) + 0.24*math.Cos(2*hpmean*math.Pi/180) + 0.32*math.Cos((3*hpmean+6)*math.Pi/180) - 0.2*math.Cos((4*hpmean-63)*math.Pi/180) | |
| 793 | + | deltaTheta := 30 * math.Exp(-sq((hpmean-275)/25)) | |
| 794 | + | rc := 2 * math.Sqrt(math.Pow(cpmean, 7)/(math.Pow(cpmean, 7)+math.Pow(25, 7))) | |
| 795 | + | sl := 1 + (0.015*sq(lpmean-50))/math.Sqrt(20+sq(lpmean-50)) | |
| 796 | + | sc := 1 + 0.045*cpmean | |
| 797 | + | sh := 1 + 0.015*cpmean*t | |
| 798 | + | rt := -math.Sin(2*deltaTheta*math.Pi/180) * rc | |
| 799 | + | ||
| 800 | + | return math.Sqrt(sq(deltaLp/(kl*sl))+sq(deltaCp/(kc*sc))+sq(deltaHp/(kh*sh))+rt*(deltaCp/(kc*sc))*(deltaHp/(kh*sh))) * 0.01 | |
| 801 | + | } | |
| 802 | + | ||
| 803 | + | // BlendLab blends two colors in the L*a*b* color-space, which should result in a smoother blend. | |
| 804 | + | // t == 0 results in c1, t == 1 results in c2 | |
| 805 | + | func (c1 Color) BlendLab(c2 Color, t float64) Color { | |
| 806 | + | l1, a1, b1 := c1.Lab() | |
| 807 | + | l2, a2, b2 := c2.Lab() | |
| 808 | + | return Lab(l1+t*(l2-l1), | |
| 809 | + | a1+t*(a2-a1), | |
| 810 | + | b1+t*(b2-b1)) | |
| 811 | + | } | |
| 812 | + | ||
| 813 | + | /// L*u*v* /// | |
| 814 | + | ////////////// | |
| 815 | + | // http://en.wikipedia.org/wiki/CIELUV#XYZ_.E2.86.92_CIELUV_and_CIELUV_.E2.86.92_XYZ_conversions | |
| 816 | + | // For L*u*v*, we need to L*u*v*<->XYZ<->RGB and the first one is device dependent. | |
| 817 | + | ||
| 818 | + | func XyzToLuv(x, y, z float64) (l, a, b float64) { | |
| 819 | + | // Use D65 white as reference point by default. | |
| 820 | + | // http://www.fredmiranda.com/forum/topic/1035332 | |
| 821 | + | // http://en.wikipedia.org/wiki/Standard_illuminant | |
| 822 | + | return XyzToLuvWhiteRef(x, y, z, D65) | |
| 823 | + | } | |
| 824 | + | ||
| 825 | + | func XyzToLuvWhiteRef(x, y, z float64, wref [3]float64) (l, u, v float64) { | |
| 826 | + | if y/wref[1] <= 6.0/29.0*6.0/29.0*6.0/29.0 { | |
| 827 | + | l = y / wref[1] * (29.0 / 3.0 * 29.0 / 3.0 * 29.0 / 3.0) / 100.0 | |
| 828 | + | } else { | |
| 829 | + | l = 1.16*math.Cbrt(y/wref[1]) - 0.16 | |
| 830 | + | } | |
| 831 | + | ubis, vbis := xyz_to_uv(x, y, z) | |
| 832 | + | un, vn := xyz_to_uv(wref[0], wref[1], wref[2]) | |
| 833 | + | u = 13.0 * l * (ubis - un) | |
| 834 | + | v = 13.0 * l * (vbis - vn) | |
| 835 | + | return | |
| 836 | + | } | |
| 837 | + | ||
| 838 | + | // For this part, we do as R's graphics.hcl does, not as wikipedia does. | |
| 839 | + | // Or is it the same? | |
| 840 | + | func xyz_to_uv(x, y, z float64) (u, v float64) { | |
| 841 | + | denom := x + 15.0*y + 3.0*z | |
| 842 | + | if denom == 0.0 { | |
| 843 | + | u, v = 0.0, 0.0 | |
| 844 | + | } else { | |
| 845 | + | u = 4.0 * x / denom | |
| 846 | + | v = 9.0 * y / denom | |
| 847 | + | } | |
| 848 | + | return | |
| 849 | + | } | |
| 850 | + | ||
| 851 | + | func LuvToXyz(l, u, v float64) (x, y, z float64) { | |
| 852 | + | // D65 white (see above). | |
| 853 | + | return LuvToXyzWhiteRef(l, u, v, D65) | |
| 854 | + | } | |
| 855 | + | ||
| 856 | + | func LuvToXyzWhiteRef(l, u, v float64, wref [3]float64) (x, y, z float64) { | |
| 857 | + | // y = wref[1] * lab_finv((l + 0.16) / 1.16) | |
| 858 | + | if l <= 0.08 { | |
| 859 | + | y = wref[1] * l * 100.0 * 3.0 / 29.0 * 3.0 / 29.0 * 3.0 / 29.0 | |
| 860 | + | } else { | |
| 861 | + | y = wref[1] * cub((l+0.16)/1.16) | |
| 862 | + | } | |
| 863 | + | un, vn := xyz_to_uv(wref[0], wref[1], wref[2]) | |
| 864 | + | if l != 0.0 { | |
| 865 | + | ubis := u/(13.0*l) + un | |
| 866 | + | vbis := v/(13.0*l) + vn | |
| 867 | + | x = y * 9.0 * ubis / (4.0 * vbis) | |
| 868 | + | z = y * (12.0 - 3.0*ubis - 20.0*vbis) / (4.0 * vbis) | |
| 869 | + | } else { | |
| 870 | + | x, y = 0.0, 0.0 | |
| 871 | + | } | |
| 872 | + | return | |
| 873 | + | } | |
| 874 | + | ||
| 875 | + | // Converts the given color to CIE L*u*v* space using D65 as reference white. | |
| 876 | + | // L* is in [0..1] and both u* and v* are in about [-1..1] | |
| 877 | + | func (col Color) Luv() (l, u, v float64) { | |
| 878 | + | return XyzToLuv(col.Xyz()) | |
| 879 | + | } | |
| 880 | + | ||
| 881 | + | // Converts the given color to CIE L*u*v* space, taking into account | |
| 882 | + | // a given reference white. (i.e. the monitor's white) | |
| 883 | + | // L* is in [0..1] and both u* and v* are in about [-1..1] | |
| 884 | + | func (col Color) LuvWhiteRef(wref [3]float64) (l, u, v float64) { | |
| 885 | + | x, y, z := col.Xyz() | |
| 886 | + | return XyzToLuvWhiteRef(x, y, z, wref) | |
| 887 | + | } | |
| 888 | + | ||
| 889 | + | // Generates a color by using data given in CIE L*u*v* space using D65 as reference white. | |
| 890 | + | // L* is in [0..1] and both u* and v* are in about [-1..1] | |
| 891 | + | // WARNING: many combinations of `l`, `u`, and `v` values do not have corresponding | |
| 892 | + | // valid RGB values, check the FAQ in the README if you're unsure. | |
| 893 | + | func Luv(l, u, v float64) Color { | |
| 894 | + | return Xyz(LuvToXyz(l, u, v)) | |
| 895 | + | } | |
| 896 | + | ||
| 897 | + | // Generates a color by using data given in CIE L*u*v* space, taking | |
| 898 | + | // into account a given reference white. (i.e. the monitor's white) | |
| 899 | + | // L* is in [0..1] and both u* and v* are in about [-1..1] | |
| 900 | + | func LuvWhiteRef(l, u, v float64, wref [3]float64) Color { | |
| 901 | + | return Xyz(LuvToXyzWhiteRef(l, u, v, wref)) | |
| 902 | + | } | |
| 903 | + | ||
| 904 | + | // DistanceLuv is a good measure of visual similarity between two colors! | |
| 905 | + | // A result of 0 would mean identical colors, while a result of 1 or higher | |
| 906 | + | // means the colors differ a lot. | |
| 907 | + | func (c1 Color) DistanceLuv(c2 Color) float64 { | |
| 908 | + | l1, u1, v1 := c1.Luv() | |
| 909 | + | l2, u2, v2 := c2.Luv() | |
| 910 | + | return math.Sqrt(sq(l1-l2) + sq(u1-u2) + sq(v1-v2)) | |
| 911 | + | } | |
| 912 | + | ||
| 913 | + | // BlendLuv blends two colors in the CIE-L*u*v* color-space, which should result in a smoother blend. | |
| 914 | + | // t == 0 results in c1, t == 1 results in c2 | |
| 915 | + | func (c1 Color) BlendLuv(c2 Color, t float64) Color { | |
| 916 | + | l1, u1, v1 := c1.Luv() | |
| 917 | + | l2, u2, v2 := c2.Luv() | |
| 918 | + | return Luv(l1+t*(l2-l1), | |
| 919 | + | u1+t*(u2-u1), | |
| 920 | + | v1+t*(v2-v1)) | |
| 921 | + | } | |
| 922 | + | ||
| 923 | + | /// HCL /// | |
| 924 | + | /////////// | |
| 925 | + | // HCL is nothing else than L*a*b* in cylindrical coordinates! | |
| 926 | + | // (this was wrong on English wikipedia, I fixed it, let's hope the fix stays.) | |
| 927 | + | // But it is widely popular since it is a "correct HSV" | |
| 928 | + | // http://www.hunterlab.com/appnotes/an09_96a.pdf | |
| 929 | + | ||
| 930 | + | // Converts the given color to HCL space using D65 as reference white. | |
| 931 | + | // H values are in [0..360], C and L values are in [0..1] although C can overshoot 1.0 | |
| 932 | + | func (col Color) Hcl() (h, c, l float64) { | |
| 933 | + | return col.HclWhiteRef(D65) | |
| 934 | + | } | |
| 935 | + | ||
| 936 | + | func LabToHcl(L, a, b float64) (h, c, l float64) { | |
| 937 | + | // Oops, floating point workaround necessary if a ~= b and both are very small (i.e. almost zero). | |
| 938 | + | if math.Abs(b-a) > 1e-4 && math.Abs(a) > 1e-4 { | |
| 939 | + | h = math.Mod(57.29577951308232087721*math.Atan2(b, a)+360.0, 360.0) // Rad2Deg | |
| 940 | + | } else { | |
| 941 | + | h = 0.0 | |
| 942 | + | } | |
| 943 | + | c = math.Sqrt(sq(a) + sq(b)) | |
| 944 | + | l = L | |
| 945 | + | return | |
| 946 | + | } | |
| 947 | + | ||
| 948 | + | // Converts the given color to HCL space, taking into account | |
| 949 | + | // a given reference white. (i.e. the monitor's white) | |
| 950 | + | // H values are in [0..360], C and L values are in [0..1] | |
| 951 | + | func (col Color) HclWhiteRef(wref [3]float64) (h, c, l float64) { | |
| 952 | + | L, a, b := col.LabWhiteRef(wref) | |
| 953 | + | return LabToHcl(L, a, b) | |
| 954 | + | } | |
| 955 | + | ||
| 956 | + | // Generates a color by using data given in HCL space using D65 as reference white. | |
| 957 | + | // H values are in [0..360], C and L values are in [0..1] | |
| 958 | + | // WARNING: many combinations of `h`, `c`, and `l` values do not have corresponding | |
| 959 | + | // valid RGB values, check the FAQ in the README if you're unsure. | |
| 960 | + | func Hcl(h, c, l float64) Color { | |
| 961 | + | return HclWhiteRef(h, c, l, D65) | |
| 962 | + | } | |
| 963 | + | ||
| 964 | + | func HclToLab(h, c, l float64) (L, a, b float64) { | |
| 965 | + | H := 0.01745329251994329576 * h // Deg2Rad | |
| 966 | + | a = c * math.Cos(H) | |
| 967 | + | b = c * math.Sin(H) | |
| 968 | + | L = l | |
| 969 | + | return | |
| 970 | + | } | |
| 971 | + | ||
| 972 | + | // Generates a color by using data given in HCL space, taking | |
| 973 | + | // into account a given reference white. (i.e. the monitor's white) | |
| 974 | + | // H values are in [0..360], C and L values are in [0..1] | |
| 975 | + | func HclWhiteRef(h, c, l float64, wref [3]float64) Color { | |
| 976 | + | L, a, b := HclToLab(h, c, l) | |
| 977 | + | return LabWhiteRef(L, a, b, wref) | |
| 978 | + | } | |
| 979 | + | ||
| 980 | + | // BlendHcl blends two colors in the CIE-L*C*h° color-space, which should result in a smoother blend. | |
| 981 | + | // t == 0 results in c1, t == 1 results in c2 | |
| 982 | + | func (col1 Color) BlendHcl(col2 Color, t float64) Color { | |
| 983 | + | h1, c1, l1 := col1.Hcl() | |
| 984 | + | h2, c2, l2 := col2.Hcl() | |
| 985 | + | ||
| 986 | + | // https://github.com/lucasb-eyer/go-colorful/pull/60 | |
| 987 | + | if c1 <= 0.00015 && c2 >= 0.00015 { | |
| 988 | + | h1 = h2 | |
| 989 | + | } else if c2 <= 0.00015 && c1 >= 0.00015 { | |
| 990 | + | h2 = h1 | |
| 991 | + | } | |
| 992 | + | ||
| 993 | + | // We know that h are both in [0..360] | |
| 994 | + | return Hcl(interp_angle(h1, h2, t), c1+t*(c2-c1), l1+t*(l2-l1)).Clamped() | |
| 995 | + | } | |
| 996 | + | ||
| 997 | + | // LuvLch | |
| 998 | + | ||
| 999 | + | // Converts the given color to LuvLCh space using D65 as reference white. | |
| 1000 | + | // h values are in [0..360], C and L values are in [0..1] although C can overshoot 1.0 | |
| 1001 | + | func (col Color) LuvLCh() (l, c, h float64) { | |
| 1002 | + | return col.LuvLChWhiteRef(D65) | |
| 1003 | + | } | |
| 1004 | + | ||
| 1005 | + | func LuvToLuvLCh(L, u, v float64) (l, c, h float64) { | |
| 1006 | + | // Oops, floating point workaround necessary if u ~= v and both are very small (i.e. almost zero). | |
| 1007 | + | if math.Abs(v-u) > 1e-4 && math.Abs(u) > 1e-4 { | |
| 1008 | + | h = math.Mod(57.29577951308232087721*math.Atan2(v, u)+360.0, 360.0) // Rad2Deg | |
| 1009 | + | } else { | |
| 1010 | + | h = 0.0 | |
| 1011 | + | } | |
| 1012 | + | l = L | |
| 1013 | + | c = math.Sqrt(sq(u) + sq(v)) | |
| 1014 | + | return | |
| 1015 | + | } | |
| 1016 | + | ||
| 1017 | + | // Converts the given color to LuvLCh space, taking into account | |
| 1018 | + | // a given reference white. (i.e. the monitor's white) | |
| 1019 | + | // h values are in [0..360], c and l values are in [0..1] | |
| 1020 | + | func (col Color) LuvLChWhiteRef(wref [3]float64) (l, c, h float64) { | |
| 1021 | + | return LuvToLuvLCh(col.LuvWhiteRef(wref)) | |
| 1022 | + | } | |
| 1023 | + | ||
| 1024 | + | // Generates a color by using data given in LuvLCh space using D65 as reference white. | |
| 1025 | + | // h values are in [0..360], C and L values are in [0..1] | |
| 1026 | + | // WARNING: many combinations of `l`, `c`, and `h` values do not have corresponding | |
| 1027 | + | // valid RGB values, check the FAQ in the README if you're unsure. | |
| 1028 | + | func LuvLCh(l, c, h float64) Color { | |
| 1029 | + | return LuvLChWhiteRef(l, c, h, D65) | |
| 1030 | + | } | |
| 1031 | + | ||
| 1032 | + | func LuvLChToLuv(l, c, h float64) (L, u, v float64) { | |
| 1033 | + | H := 0.01745329251994329576 * h // Deg2Rad | |
| 1034 | + | u = c * math.Cos(H) | |
| 1035 | + | v = c * math.Sin(H) | |
| 1036 | + | L = l | |
| 1037 | + | return | |
| 1038 | + | } | |
| 1039 | + | ||
| 1040 | + | // Generates a color by using data given in LuvLCh space, taking | |
| 1041 | + | // into account a given reference white. (i.e. the monitor's white) | |
| 1042 | + | // h values are in [0..360], C and L values are in [0..1] | |
| 1043 | + | func LuvLChWhiteRef(l, c, h float64, wref [3]float64) Color { | |
| 1044 | + | L, u, v := LuvLChToLuv(l, c, h) | |
| 1045 | + | return LuvWhiteRef(L, u, v, wref) | |
| 1046 | + | } | |
| 1047 | + | ||
| 1048 | + | // BlendLuvLCh blends two colors in the cylindrical CIELUV color space. | |
| 1049 | + | // t == 0 results in c1, t == 1 results in c2 | |
| 1050 | + | func (col1 Color) BlendLuvLCh(col2 Color, t float64) Color { | |
| 1051 | + | l1, c1, h1 := col1.LuvLCh() | |
| 1052 | + | l2, c2, h2 := col2.LuvLCh() | |
| 1053 | + | ||
| 1054 | + | // We know that h are both in [0..360] | |
| 1055 | + | return LuvLCh(l1+t*(l2-l1), c1+t*(c2-c1), interp_angle(h1, h2, t)) | |
| 1056 | + | } | |
| 1057 | + | ||
| 1058 | + | /// OkLab /// | |
| 1059 | + | /////////// | |
| 1060 | + | ||
| 1061 | + | func (col Color) OkLab() (l, a, b float64) { | |
| 1062 | + | return XyzToOkLab(col.Xyz()) | |
| 1063 | + | } | |
| 1064 | + | ||
| 1065 | + | func OkLab(l, a, b float64) Color { | |
| 1066 | + | return Xyz(OkLabToXyz(l, a, b)) | |
| 1067 | + | } | |
| 1068 | + | ||
| 1069 | + | func XyzToOkLab(x, y, z float64) (l, a, b float64) { | |
| 1070 | + | l_ := math.Cbrt(0.8189330101*x + 0.3618667424*y - 0.1288597137*z) | |
| 1071 | + | m_ := math.Cbrt(0.0329845436*x + 0.9293118715*y + 0.0361456387*z) | |
| 1072 | + | s_ := math.Cbrt(0.0482003018*x + 0.2643662691*y + 0.6338517070*z) | |
| 1073 | + | l = 0.2104542553*l_ + 0.7936177850*m_ - 0.0040720468*s_ | |
| 1074 | + | a = 1.9779984951*l_ - 2.4285922050*m_ + 0.4505937099*s_ | |
| 1075 | + | b = 0.0259040371*l_ + 0.7827717662*m_ - 0.8086757660*s_ | |
| 1076 | + | return | |
| 1077 | + | } | |
| 1078 | + | ||
| 1079 | + | func OkLabToXyz(l, a, b float64) (x, y, z float64) { | |
| 1080 | + | l_ := 0.9999999984505196*l + 0.39633779217376774*a + 0.2158037580607588*b | |
| 1081 | + | m_ := 1.0000000088817607*l - 0.10556134232365633*a - 0.0638541747717059*b | |
| 1082 | + | s_ := 1.0000000546724108*l - 0.08948418209496574*a - 1.2914855378640917*b | |
| 1083 | + | ||
| 1084 | + | ll := math.Pow(l_, 3) | |
| 1085 | + | m := math.Pow(m_, 3) | |
| 1086 | + | s := math.Pow(s_, 3) | |
| 1087 | + | ||
| 1088 | + | x = 1.2268798733741557*ll - 0.5578149965554813*m + 0.28139105017721594*s | |
| 1089 | + | y = -0.04057576262431372*ll + 1.1122868293970594*m - 0.07171106666151696*s | |
| 1090 | + | z = -0.07637294974672142*ll - 0.4214933239627916*m + 1.5869240244272422*s | |
| 1091 | + | ||
| 1092 | + | return | |
| 1093 | + | } | |
| 1094 | + | ||
| 1095 | + | // BlendOkLab blends two colors in the OkLab color-space, which should result in a better blend (even compared to BlendLab). | |
| 1096 | + | func (c1 Color) BlendOkLab(c2 Color, t float64) Color { | |
| 1097 | + | l1, a1, b1 := c1.OkLab() | |
| 1098 | + | l2, a2, b2 := c2.OkLab() | |
| 1099 | + | return OkLab(l1+t*(l2-l1), | |
| 1100 | + | a1+t*(a2-a1), | |
| 1101 | + | b1+t*(b2-b1)) | |
| 1102 | + | } | |
| 1103 | + | ||
| 1104 | + | /// OkLch /// | |
| 1105 | + | /////////// | |
| 1106 | + | ||
| 1107 | + | func (col Color) OkLch() (l, c, h float64) { | |
| 1108 | + | return OkLabToOkLch(col.OkLab()) | |
| 1109 | + | } | |
| 1110 | + | ||
| 1111 | + | func OkLch(l, c, h float64) Color { | |
| 1112 | + | return Xyz(OkLchToXyz(l, c, h)) | |
| 1113 | + | } | |
| 1114 | + | ||
| 1115 | + | func XyzToOkLch(x, y, z float64) (float64, float64, float64) { | |
| 1116 | + | l, c, h := OkLabToOkLch(XyzToOkLab(x, y, z)) | |
| 1117 | + | return l, c, h | |
| 1118 | + | } | |
| 1119 | + | ||
| 1120 | + | func OkLchToXyz(l, c, h float64) (float64, float64, float64) { | |
| 1121 | + | x, y, z := OkLabToXyz(OkLchToOkLab(l, c, h)) | |
| 1122 | + | return x, y, z | |
| 1123 | + | } | |
| 1124 | + | ||
| 1125 | + | func OkLabToOkLch(l, a, b float64) (float64, float64, float64) { | |
| 1126 | + | c := math.Sqrt((a * a) + (b * b)) | |
| 1127 | + | h := math.Atan2(b, a) | |
| 1128 | + | if h < 0 { | |
| 1129 | + | h += 2 * math.Pi | |
| 1130 | + | } | |
| 1131 | + | ||
| 1132 | + | return l, c, h * 180 / math.Pi | |
| 1133 | + | } | |
| 1134 | + | ||
| 1135 | + | func OkLchToOkLab(l, c, h float64) (float64, float64, float64) { | |
| 1136 | + | h *= math.Pi / 180 | |
| 1137 | + | a := c * math.Cos(h) | |
| 1138 | + | b := c * math.Sin(h) | |
| 1139 | + | return l, a, b | |
| 1140 | + | } | |
| 1141 | + | ||
| 1142 | + | // BlendOkLch blends two colors in the OkLch color-space, which should result in a better blend (even compared to BlendHcl). | |
| 1143 | + | func (col1 Color) BlendOkLch(col2 Color, t float64) Color { | |
| 1144 | + | l1, c1, h1 := col1.OkLch() | |
| 1145 | + | l2, c2, h2 := col2.OkLch() | |
| 1146 | + | ||
| 1147 | + | // https://github.com/lucasb-eyer/go-colorful/pull/60 | |
| 1148 | + | if c1 <= 0.00015 && c2 >= 0.00015 { | |
| 1149 | + | h1 = h2 | |
| 1150 | + | } else if c2 <= 0.00015 && c1 >= 0.00015 { | |
| 1151 | + | h2 = h1 | |
| 1152 | + | } | |
| 1153 | + | ||
| 1154 | + | // We know that h are both in [0..360] | |
| 1155 | + | return OkLch(l1+t*(l2-l1), c1+t*(c2-c1), interp_angle(h1, h2, t)).Clamped() | |
| 1156 | + | } | |
| @@ -0,0 +1,1156 @@ | |||||
| 1 | + | // The colorful package provides all kinds of functions for working with colors. | |||
| 2 | + | package colorful | |||
| 3 | + | ||||
| 4 | + | import ( | |||
| 5 | + | "fmt" | |||
| 6 | + | "image/color" | |||
| 7 | + | "math" | |||
| 8 | + | "strconv" | |||
| 9 | + | ) | |||
| 10 | + | ||||
| 11 | + | // A color is stored internally using sRGB (standard RGB) values in the range 0-1 | |||
| 12 | + | type Color struct { | |||
| 13 | + | R, G, B float64 | |||
| 14 | + | } | |||
| 15 | + | ||||
| 16 | + | // Implement the Go color.Color interface. | |||
| 17 | + | func (col Color) RGBA() (r, g, b, a uint32) { | |||
| 18 | + | r = uint32(col.R*65535.0 + 0.5) | |||
| 19 | + | g = uint32(col.G*65535.0 + 0.5) | |||
| 20 | + | b = uint32(col.B*65535.0 + 0.5) | |||
| 21 | + | a = 0xFFFF | |||
| 22 | + | return | |||
| 23 | + | } | |||
| 24 | + | ||||
| 25 | + | // Constructs a colorful.Color from something implementing color.Color | |||
| 26 | + | func MakeColor(col color.Color) (Color, bool) { | |||
| 27 | + | r, g, b, a := col.RGBA() | |||
| 28 | + | if a == 0 { | |||
| 29 | + | return Color{0, 0, 0}, false | |||
| 30 | + | } | |||
| 31 | + | ||||
| 32 | + | // Since color.Color is alpha pre-multiplied, we need to divide the | |||
| 33 | + | // RGB values by alpha again in order to get back the original RGB. | |||
| 34 | + | r *= 0xffff | |||
| 35 | + | r /= a | |||
| 36 | + | g *= 0xffff | |||
| 37 | + | g /= a | |||
| 38 | + | b *= 0xffff | |||
| 39 | + | b /= a | |||
| 40 | + | ||||
| 41 | + | return Color{float64(r) / 65535.0, float64(g) / 65535.0, float64(b) / 65535.0}, true | |||
| 42 | + | } | |||
| 43 | + | ||||
| 44 | + | // Might come in handy sometimes to reduce boilerplate code. | |||
| 45 | + | func (col Color) RGB255() (r, g, b uint8) { | |||
| 46 | + | r = uint8(col.R*255.0 + 0.5) | |||
| 47 | + | g = uint8(col.G*255.0 + 0.5) | |||
| 48 | + | b = uint8(col.B*255.0 + 0.5) | |||
| 49 | + | return | |||
| 50 | + | } | |||
| 51 | + | ||||
| 52 | + | // Used to simplify HSLuv testing. | |||
| 53 | + | func (col Color) values() (float64, float64, float64) { | |||
| 54 | + | return col.R, col.G, col.B | |||
| 55 | + | } | |||
| 56 | + | ||||
| 57 | + | // This is the tolerance used when comparing colors using AlmostEqualRgb. | |||
| 58 | + | const Delta = 1.0 / 255.0 | |||
| 59 | + | ||||
| 60 | + | // This is the default reference white point. | |||
| 61 | + | var D65 = [3]float64{0.95047, 1.00000, 1.08883} | |||
| 62 | + | ||||
| 63 | + | // And another one. | |||
| 64 | + | var D50 = [3]float64{0.96422, 1.00000, 0.82521} | |||
| 65 | + | ||||
| 66 | + | // Checks whether the color exists in RGB space, i.e. all values are in [0..1] | |||
| 67 | + | func (c Color) IsValid() bool { | |||
| 68 | + | return 0.0 <= c.R && c.R <= 1.0 && | |||
| 69 | + | 0.0 <= c.G && c.G <= 1.0 && | |||
| 70 | + | 0.0 <= c.B && c.B <= 1.0 | |||
| 71 | + | } | |||
| 72 | + | ||||
| 73 | + | // clamp01 clamps from 0 to 1. | |||
| 74 | + | func clamp01(v float64) float64 { | |||
| 75 | + | return math.Max(0.0, math.Min(v, 1.0)) | |||
| 76 | + | } | |||
| 77 | + | ||||
| 78 | + | // Returns Clamps the color into valid range, clamping each value to [0..1] | |||
| 79 | + | // If the color is valid already, this is a no-op. | |||
| 80 | + | func (c Color) Clamped() Color { | |||
| 81 | + | return Color{clamp01(c.R), clamp01(c.G), clamp01(c.B)} | |||
| 82 | + | } | |||
| 83 | + | ||||
| 84 | + | func sq(v float64) float64 { | |||
| 85 | + | return v * v | |||
| 86 | + | } | |||
| 87 | + | ||||
| 88 | + | func cub(v float64) float64 { | |||
| 89 | + | return v * v * v | |||
| 90 | + | } | |||
| 91 | + | ||||
| 92 | + | // DistanceRgb computes the distance between two colors in RGB space. | |||
| 93 | + | // This is not a good measure! Rather do it in Lab space. | |||
| 94 | + | func (c1 Color) DistanceRgb(c2 Color) float64 { | |||
| 95 | + | return math.Sqrt(sq(c1.R-c2.R) + sq(c1.G-c2.G) + sq(c1.B-c2.B)) | |||
| 96 | + | } | |||
| 97 | + | ||||
| 98 | + | // DistanceLinearRgb computes the distance between two colors in linear RGB | |||
| 99 | + | // space. This is not useful for measuring how humans perceive color, but | |||
| 100 | + | // might be useful for other things, like dithering. | |||
| 101 | + | func (c1 Color) DistanceLinearRgb(c2 Color) float64 { | |||
| 102 | + | r1, g1, b1 := c1.LinearRgb() | |||
| 103 | + | r2, g2, b2 := c2.LinearRgb() | |||
| 104 | + | return math.Sqrt(sq(r1-r2) + sq(g1-g2) + sq(b1-b2)) | |||
| 105 | + | } | |||
| 106 | + | ||||
| 107 | + | // DistanceLinearRGB is deprecated in favour of DistanceLinearRgb. | |||
| 108 | + | // They do the exact same thing. | |||
| 109 | + | func (c1 Color) DistanceLinearRGB(c2 Color) float64 { | |||
| 110 | + | return c1.DistanceLinearRgb(c2) | |||
| 111 | + | } | |||
| 112 | + | ||||
| 113 | + | // DistanceRiemersma is a color distance algorithm developed by Thiadmer Riemersma. | |||
| 114 | + | // It uses RGB coordinates, but he claims it has similar results to CIELUV. | |||
| 115 | + | // This makes it both fast and accurate. | |||
| 116 | + | // | |||
| 117 | + | // Sources: | |||
| 118 | + | // | |||
| 119 | + | // https://www.compuphase.com/cmetric.htm | |||
| 120 | + | // https://github.com/lucasb-eyer/go-colorful/issues/52 | |||
| 121 | + | func (c1 Color) DistanceRiemersma(c2 Color) float64 { | |||
| 122 | + | rAvg := (c1.R + c2.R) / 2.0 | |||
| 123 | + | // Deltas | |||
| 124 | + | dR := c1.R - c2.R | |||
| 125 | + | dG := c1.G - c2.G | |||
| 126 | + | dB := c1.B - c2.B | |||
| 127 | + | ||||
| 128 | + | return math.Sqrt((2+rAvg)*dR*dR + 4*dG*dG + (2+(1-rAvg))*dB*dB) | |||
| 129 | + | } | |||
| 130 | + | ||||
| 131 | + | // Check for equality between colors within the tolerance Delta (1/255). | |||
| 132 | + | func (c1 Color) AlmostEqualRgb(c2 Color) bool { | |||
| 133 | + | return math.Abs(c1.R-c2.R)+ | |||
| 134 | + | math.Abs(c1.G-c2.G)+ | |||
| 135 | + | math.Abs(c1.B-c2.B) < 3.0*Delta | |||
| 136 | + | } | |||
| 137 | + | ||||
| 138 | + | // You don't really want to use this, do you? Go for BlendLab, BlendLuv or BlendHcl. | |||
| 139 | + | func (c1 Color) BlendRgb(c2 Color, t float64) Color { | |||
| 140 | + | return Color{ | |||
| 141 | + | c1.R + t*(c2.R-c1.R), | |||
| 142 | + | c1.G + t*(c2.G-c1.G), | |||
| 143 | + | c1.B + t*(c2.B-c1.B), | |||
| 144 | + | } | |||
| 145 | + | } | |||
| 146 | + | ||||
| 147 | + | // Utility used by Hxx color-spaces for interpolating between two angles in [0,360]. | |||
| 148 | + | func interp_angle(a0, a1, t float64) float64 { | |||
| 149 | + | // Based on the answer here: http://stackoverflow.com/a/14498790/2366315 | |||
| 150 | + | // With potential proof that it works here: http://math.stackexchange.com/a/2144499 | |||
| 151 | + | delta := math.Mod(math.Mod(a1-a0, 360.0)+540, 360.0) - 180.0 | |||
| 152 | + | return math.Mod(a0+t*delta+360.0, 360.0) | |||
| 153 | + | } | |||
| 154 | + | ||||
| 155 | + | /// HSV /// | |||
| 156 | + | /////////// | |||
| 157 | + | // From http://en.wikipedia.org/wiki/HSL_and_HSV | |||
| 158 | + | // Note that h is in [0..359] and s,v in [0..1] | |||
| 159 | + | ||||
| 160 | + | // Hsv returns the Hue [0..359], Saturation and Value [0..1] of the color. | |||
| 161 | + | func (col Color) Hsv() (h, s, v float64) { | |||
| 162 | + | min := math.Min(math.Min(col.R, col.G), col.B) | |||
| 163 | + | v = math.Max(math.Max(col.R, col.G), col.B) | |||
| 164 | + | C := v - min | |||
| 165 | + | ||||
| 166 | + | s = 0.0 | |||
| 167 | + | if v != 0.0 { | |||
| 168 | + | s = C / v | |||
| 169 | + | } | |||
| 170 | + | ||||
| 171 | + | h = 0.0 // We use 0 instead of undefined as in wp. | |||
| 172 | + | if min != v { | |||
| 173 | + | if v == col.R { | |||
| 174 | + | h = math.Mod((col.G-col.B)/C, 6.0) | |||
| 175 | + | } | |||
| 176 | + | if v == col.G { | |||
| 177 | + | h = (col.B-col.R)/C + 2.0 | |||
| 178 | + | } | |||
| 179 | + | if v == col.B { | |||
| 180 | + | h = (col.R-col.G)/C + 4.0 | |||
| 181 | + | } | |||
| 182 | + | h *= 60.0 | |||
| 183 | + | if h < 0.0 { | |||
| 184 | + | h += 360.0 | |||
| 185 | + | } | |||
| 186 | + | } | |||
| 187 | + | return | |||
| 188 | + | } | |||
| 189 | + | ||||
| 190 | + | // Hsv creates a new Color given a Hue in [0..359], a Saturation and a Value in [0..1] | |||
| 191 | + | func Hsv(H, S, V float64) Color { | |||
| 192 | + | Hp := H / 60.0 | |||
| 193 | + | C := V * S | |||
| 194 | + | X := C * (1.0 - math.Abs(math.Mod(Hp, 2.0)-1.0)) | |||
| 195 | + | ||||
| 196 | + | m := V - C | |||
| 197 | + | r, g, b := 0.0, 0.0, 0.0 | |||
| 198 | + | ||||
| 199 | + | switch { | |||
| 200 | + | case 0.0 <= Hp && Hp < 1.0: | |||
| 201 | + | r = C | |||
| 202 | + | g = X | |||
| 203 | + | case 1.0 <= Hp && Hp < 2.0: | |||
| 204 | + | r = X | |||
| 205 | + | g = C | |||
| 206 | + | case 2.0 <= Hp && Hp < 3.0: | |||
| 207 | + | g = C | |||
| 208 | + | b = X | |||
| 209 | + | case 3.0 <= Hp && Hp < 4.0: | |||
| 210 | + | g = X | |||
| 211 | + | b = C | |||
| 212 | + | case 4.0 <= Hp && Hp < 5.0: | |||
| 213 | + | r = X | |||
| 214 | + | b = C | |||
| 215 | + | case 5.0 <= Hp && Hp < 6.0: | |||
| 216 | + | r = C | |||
| 217 | + | b = X | |||
| 218 | + | } | |||
| 219 | + | ||||
| 220 | + | return Color{m + r, m + g, m + b} | |||
| 221 | + | } | |||
| 222 | + | ||||
| 223 | + | // You don't really want to use this, do you? Go for BlendLab, BlendLuv or BlendHcl. | |||
| 224 | + | func (c1 Color) BlendHsv(c2 Color, t float64) Color { | |||
| 225 | + | h1, s1, v1 := c1.Hsv() | |||
| 226 | + | h2, s2, v2 := c2.Hsv() | |||
| 227 | + | ||||
| 228 | + | // https://github.com/lucasb-eyer/go-colorful/pull/60 | |||
| 229 | + | if s1 == 0 && s2 != 0 { | |||
| 230 | + | h1 = h2 | |||
| 231 | + | } else if s2 == 0 && s1 != 0 { | |||
| 232 | + | h2 = h1 | |||
| 233 | + | } | |||
| 234 | + | ||||
| 235 | + | // We know that h are both in [0..360] | |||
| 236 | + | return Hsv(interp_angle(h1, h2, t), s1+t*(s2-s1), v1+t*(v2-v1)) | |||
| 237 | + | } | |||
| 238 | + | ||||
| 239 | + | /// HSL /// | |||
| 240 | + | /////////// | |||
| 241 | + | ||||
| 242 | + | // Hsl returns the Hue [0..359], Saturation [0..1], and Luminance (lightness) [0..1] of the color. | |||
| 243 | + | func (col Color) Hsl() (h, s, l float64) { | |||
| 244 | + | min := math.Min(math.Min(col.R, col.G), col.B) | |||
| 245 | + | max := math.Max(math.Max(col.R, col.G), col.B) | |||
| 246 | + | ||||
| 247 | + | l = (max + min) / 2 | |||
| 248 | + | ||||
| 249 | + | if min == max { | |||
| 250 | + | s = 0 | |||
| 251 | + | h = 0 | |||
| 252 | + | } else { | |||
| 253 | + | if l < 0.5 { | |||
| 254 | + | s = (max - min) / (max + min) | |||
| 255 | + | } else { | |||
| 256 | + | s = (max - min) / (2.0 - max - min) | |||
| 257 | + | } | |||
| 258 | + | ||||
| 259 | + | if max == col.R { | |||
| 260 | + | h = (col.G - col.B) / (max - min) | |||
| 261 | + | } else if max == col.G { | |||
| 262 | + | h = 2.0 + (col.B-col.R)/(max-min) | |||
| 263 | + | } else { | |||
| 264 | + | h = 4.0 + (col.R-col.G)/(max-min) | |||
| 265 | + | } | |||
| 266 | + | ||||
| 267 | + | h *= 60 | |||
| 268 | + | ||||
| 269 | + | if h < 0 { | |||
| 270 | + | h += 360 | |||
| 271 | + | } | |||
| 272 | + | } | |||
| 273 | + | ||||
| 274 | + | return | |||
| 275 | + | } | |||
| 276 | + | ||||
| 277 | + | // Hsl creates a new Color given a Hue in [0..359], a Saturation [0..1], and a Luminance (lightness) in [0..1] | |||
| 278 | + | func Hsl(h, s, l float64) Color { | |||
| 279 | + | if s == 0 { | |||
| 280 | + | return Color{l, l, l} | |||
| 281 | + | } | |||
| 282 | + | ||||
| 283 | + | var r, g, b float64 | |||
| 284 | + | var t1 float64 | |||
| 285 | + | var t2 float64 | |||
| 286 | + | var tr float64 | |||
| 287 | + | var tg float64 | |||
| 288 | + | var tb float64 | |||
| 289 | + | ||||
| 290 | + | if l < 0.5 { | |||
| 291 | + | t1 = l * (1.0 + s) | |||
| 292 | + | } else { | |||
| 293 | + | t1 = l + s - l*s | |||
| 294 | + | } | |||
| 295 | + | ||||
| 296 | + | t2 = 2*l - t1 | |||
| 297 | + | h /= 360 | |||
| 298 | + | tr = h + 1.0/3.0 | |||
| 299 | + | tg = h | |||
| 300 | + | tb = h - 1.0/3.0 | |||
| 301 | + | ||||
| 302 | + | if tr < 0 { | |||
| 303 | + | tr++ | |||
| 304 | + | } | |||
| 305 | + | if tr > 1 { | |||
| 306 | + | tr-- | |||
| 307 | + | } | |||
| 308 | + | if tg < 0 { | |||
| 309 | + | tg++ | |||
| 310 | + | } | |||
| 311 | + | if tg > 1 { | |||
| 312 | + | tg-- | |||
| 313 | + | } | |||
| 314 | + | if tb < 0 { | |||
| 315 | + | tb++ | |||
| 316 | + | } | |||
| 317 | + | if tb > 1 { | |||
| 318 | + | tb-- | |||
| 319 | + | } | |||
| 320 | + | ||||
| 321 | + | // Red | |||
| 322 | + | if 6*tr < 1 { | |||
| 323 | + | r = t2 + (t1-t2)*6*tr | |||
| 324 | + | } else if 2*tr < 1 { | |||
| 325 | + | r = t1 | |||
| 326 | + | } else if 3*tr < 2 { | |||
| 327 | + | r = t2 + (t1-t2)*(2.0/3.0-tr)*6 | |||
| 328 | + | } else { | |||
| 329 | + | r = t2 | |||
| 330 | + | } | |||
| 331 | + | ||||
| 332 | + | // Green | |||
| 333 | + | if 6*tg < 1 { | |||
| 334 | + | g = t2 + (t1-t2)*6*tg | |||
| 335 | + | } else if 2*tg < 1 { | |||
| 336 | + | g = t1 | |||
| 337 | + | } else if 3*tg < 2 { | |||
| 338 | + | g = t2 + (t1-t2)*(2.0/3.0-tg)*6 | |||
| 339 | + | } else { | |||
| 340 | + | g = t2 | |||
| 341 | + | } | |||
| 342 | + | ||||
| 343 | + | // Blue | |||
| 344 | + | if 6*tb < 1 { | |||
| 345 | + | b = t2 + (t1-t2)*6*tb | |||
| 346 | + | } else if 2*tb < 1 { | |||
| 347 | + | b = t1 | |||
| 348 | + | } else if 3*tb < 2 { | |||
| 349 | + | b = t2 + (t1-t2)*(2.0/3.0-tb)*6 | |||
| 350 | + | } else { | |||
| 351 | + | b = t2 | |||
| 352 | + | } | |||
| 353 | + | ||||
| 354 | + | return Color{r, g, b} | |||
| 355 | + | } | |||
| 356 | + | ||||
| 357 | + | /// Hex /// | |||
| 358 | + | /////////// | |||
| 359 | + | ||||
| 360 | + | // Hex returns the hex "html" representation of the color, as in #ff0080. | |||
| 361 | + | func (col Color) Hex() string { | |||
| 362 | + | // Add 0.5 for rounding | |||
| 363 | + | 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)) | |||
| 364 | + | } | |||
| 365 | + | ||||
| 366 | + | // Hex parses a "html" hex color-string, either in the 3 "#f0c" or 6 "#ff1034" digits form. | |||
| 367 | + | func Hex(scol string) (Color, error) { | |||
| 368 | + | if scol == "" || scol[0] != '#' { | |||
| 369 | + | return Color{}, fmt.Errorf("color: %v is not a hex-color", scol) | |||
| 370 | + | } | |||
| 371 | + | var c Color | |||
| 372 | + | var err error | |||
| 373 | + | switch len(scol) { | |||
| 374 | + | case 4: | |||
| 375 | + | c, err = parseHexColor(scol[1:2], scol[2:3], scol[3:4], 4, 1.0/15.0) | |||
| 376 | + | case 7: | |||
| 377 | + | c, err = parseHexColor(scol[1:3], scol[3:5], scol[5:7], 8, 1.0/255.0) | |||
| 378 | + | default: | |||
| 379 | + | return Color{}, fmt.Errorf("color: %v is not a hex-color", scol) | |||
| 380 | + | } | |||
| 381 | + | if err != nil { | |||
| 382 | + | return Color{}, fmt.Errorf("color: %v is not a hex-color: %w", scol, err) | |||
| 383 | + | } | |||
| 384 | + | return c, nil | |||
| 385 | + | } | |||
| 386 | + | ||||
| 387 | + | func parseHexColor(r, g, b string, bits int, factor float64) (Color, error) { | |||
| 388 | + | var c Color | |||
| 389 | + | var v uint64 | |||
| 390 | + | var err error | |||
| 391 | + | ||||
| 392 | + | if v, err = strconv.ParseUint(r, 16, bits); err != nil { | |||
| 393 | + | return Color{}, err | |||
| 394 | + | } | |||
| 395 | + | c.R = float64(v) * factor | |||
| 396 | + | ||||
| 397 | + | if v, err = strconv.ParseUint(g, 16, bits); err != nil { | |||
| 398 | + | return Color{}, err | |||
| 399 | + | } | |||
| 400 | + | c.G = float64(v) * factor | |||
| 401 | + | ||||
| 402 | + | if v, err = strconv.ParseUint(b, 16, bits); err != nil { | |||
| 403 | + | return Color{}, err | |||
| 404 | + | } | |||
| 405 | + | c.B = float64(v) * factor | |||
| 406 | + | ||||
| 407 | + | return c, err | |||
| 408 | + | } | |||
| 409 | + | ||||
| 410 | + | /// Linear /// | |||
| 411 | + | ////////////// | |||
| 412 | + | // http://www.sjbrown.co.uk/2004/05/14/gamma-correct-rendering/ | |||
| 413 | + | // http://www.brucelindbloom.com/Eqn_RGB_to_XYZ.html | |||
| 414 | + | ||||
| 415 | + | func linearize(v float64) float64 { | |||
| 416 | + | if v <= 0.04045 { | |||
| 417 | + | return v / 12.92 | |||
| 418 | + | } | |||
| 419 | + | return math.Pow((v+0.055)/1.055, 2.4) | |||
| 420 | + | } | |||
| 421 | + | ||||
| 422 | + | // LinearRgb converts the color into the linear RGB space (see http://www.sjbrown.co.uk/2004/05/14/gamma-correct-rendering/). | |||
| 423 | + | func (col Color) LinearRgb() (r, g, b float64) { | |||
| 424 | + | r = linearize(col.R) | |||
| 425 | + | g = linearize(col.G) | |||
| 426 | + | b = linearize(col.B) | |||
| 427 | + | return | |||
| 428 | + | } | |||
| 429 | + | ||||
| 430 | + | // A much faster and still quite precise linearization using a 6th-order Taylor approximation. | |||
| 431 | + | // See the accompanying Jupyter notebook for derivation of the constants. | |||
| 432 | + | func linearize_fast(v float64) float64 { | |||
| 433 | + | v1 := v - 0.5 | |||
| 434 | + | v2 := v1 * v1 | |||
| 435 | + | v3 := v2 * v1 | |||
| 436 | + | v4 := v2 * v2 | |||
| 437 | + | // v5 := v3*v2 | |||
| 438 | + | return -0.248750514614486 + 0.925583310193438*v + 1.16740237321695*v2 + 0.280457026598666*v3 - 0.0757991963780179*v4 //+ 0.0437040411548932*v5 | |||
| 439 | + | } | |||
| 440 | + | ||||
| 441 | + | // FastLinearRgb is much faster than and almost as accurate as LinearRgb. | |||
| 442 | + | // BUT it is important to NOTE that they only produce good results for valid colors r,g,b in [0,1]. | |||
| 443 | + | func (col Color) FastLinearRgb() (r, g, b float64) { | |||
| 444 | + | r = linearize_fast(col.R) | |||
| 445 | + | g = linearize_fast(col.G) | |||
| 446 | + | b = linearize_fast(col.B) | |||
| 447 | + | return | |||
| 448 | + | } | |||
| 449 | + | ||||
| 450 | + | func delinearize(v float64) float64 { | |||
| 451 | + | if v <= 0.0031308 { | |||
| 452 | + | return 12.92 * v | |||
| 453 | + | } | |||
| 454 | + | return 1.055*math.Pow(v, 1.0/2.4) - 0.055 | |||
| 455 | + | } | |||
| 456 | + | ||||
| 457 | + | // LinearRgb creates an sRGB color out of the given linear RGB color (see http://www.sjbrown.co.uk/2004/05/14/gamma-correct-rendering/). | |||
| 458 | + | func LinearRgb(r, g, b float64) Color { | |||
| 459 | + | return Color{delinearize(r), delinearize(g), delinearize(b)} | |||
| 460 | + | } | |||
| 461 | + | ||||
| 462 | + | func delinearize_fast(v float64) float64 { | |||
| 463 | + | // This function (fractional root) is much harder to linearize, so we need to split. | |||
| 464 | + | if v > 0.2 { | |||
| 465 | + | v1 := v - 0.6 | |||
| 466 | + | v2 := v1 * v1 | |||
| 467 | + | v3 := v2 * v1 | |||
| 468 | + | v4 := v2 * v2 | |||
| 469 | + | v5 := v3 * v2 | |||
| 470 | + | return 0.442430344268235 + 0.592178981271708*v - 0.287864782562636*v2 + 0.253214392068985*v3 - 0.272557158129811*v4 + 0.325554383321718*v5 | |||
| 471 | + | } else if v > 0.03 { | |||
| 472 | + | v1 := v - 0.115 | |||
| 473 | + | v2 := v1 * v1 | |||
| 474 | + | v3 := v2 * v1 | |||
| 475 | + | v4 := v2 * v2 | |||
| 476 | + | v5 := v3 * v2 | |||
| 477 | + | return 0.194915592891669 + 1.55227076330229*v - 3.93691860257828*v2 + 18.0679839248761*v3 - 101.468750302746*v4 + 632.341487393927*v5 | |||
| 478 | + | } else { | |||
| 479 | + | v1 := v - 0.015 | |||
| 480 | + | v2 := v1 * v1 | |||
| 481 | + | v3 := v2 * v1 | |||
| 482 | + | v4 := v2 * v2 | |||
| 483 | + | v5 := v3 * v2 | |||
| 484 | + | // You can clearly see from the involved constants that the low-end is highly nonlinear. | |||
| 485 | + | return 0.0519565234928877 + 5.09316778537561*v - 99.0338180489702*v2 + 3484.52322764895*v3 - 150028.083412663*v4 + 7168008.42971613*v5 | |||
| 486 | + | } | |||
| 487 | + | } | |||
| 488 | + | ||||
| 489 | + | // FastLinearRgb is much faster than and almost as accurate as LinearRgb. | |||
| 490 | + | // BUT it is important to NOTE that they only produce good results for valid inputs r,g,b in [0,1]. | |||
| 491 | + | func FastLinearRgb(r, g, b float64) Color { | |||
| 492 | + | return Color{delinearize_fast(r), delinearize_fast(g), delinearize_fast(b)} | |||
| 493 | + | } | |||
| 494 | + | ||||
| 495 | + | // XyzToLinearRgb converts from CIE XYZ-space to Linear RGB space. | |||
| 496 | + | func XyzToLinearRgb(x, y, z float64) (r, g, b float64) { | |||
| 497 | + | r = 3.2409699419045214*x - 1.5373831775700935*y - 0.49861076029300328*z | |||
| 498 | + | g = -0.96924363628087983*x + 1.8759675015077207*y + 0.041555057407175613*z | |||
| 499 | + | b = 0.055630079696993609*x - 0.20397695888897657*y + 1.0569715142428786*z | |||
| 500 | + | return | |||
| 501 | + | } | |||
| 502 | + | ||||
| 503 | + | func LinearRgbToXyz(r, g, b float64) (x, y, z float64) { | |||
| 504 | + | x = 0.41239079926595948*r + 0.35758433938387796*g + 0.18048078840183429*b | |||
| 505 | + | y = 0.21263900587151036*r + 0.71516867876775593*g + 0.072192315360733715*b | |||
| 506 | + | z = 0.019330818715591851*r + 0.11919477979462599*g + 0.95053215224966058*b | |||
| 507 | + | return | |||
| 508 | + | } | |||
| 509 | + | ||||
| 510 | + | // BlendLinearRgb blends two colors in the Linear RGB color-space. | |||
| 511 | + | // Unlike BlendRgb, this will not produce dark color around the center. | |||
| 512 | + | // t == 0 results in c1, t == 1 results in c2 | |||
| 513 | + | func (c1 Color) BlendLinearRgb(c2 Color, t float64) Color { | |||
| 514 | + | r1, g1, b1 := c1.LinearRgb() | |||
| 515 | + | r2, g2, b2 := c2.LinearRgb() | |||
| 516 | + | return LinearRgb( | |||
| 517 | + | r1+t*(r2-r1), | |||
| 518 | + | g1+t*(g2-g1), | |||
| 519 | + | b1+t*(b2-b1), | |||
| 520 | + | ) | |||
| 521 | + | } | |||
| 522 | + | ||||
| 523 | + | /// XYZ /// | |||
| 524 | + | /////////// | |||
| 525 | + | // http://www.sjbrown.co.uk/2004/05/14/gamma-correct-rendering/ | |||
| 526 | + | ||||
| 527 | + | func (col Color) Xyz() (x, y, z float64) { | |||
| 528 | + | return LinearRgbToXyz(col.LinearRgb()) | |||
| 529 | + | } | |||
| 530 | + | ||||
| 531 | + | func Xyz(x, y, z float64) Color { | |||
| 532 | + | return LinearRgb(XyzToLinearRgb(x, y, z)) | |||
| 533 | + | } | |||
| 534 | + | ||||
| 535 | + | /// xyY /// | |||
| 536 | + | /////////// | |||
| 537 | + | // http://www.brucelindbloom.com/Eqn_XYZ_to_xyY.html | |||
| 538 | + | ||||
| 539 | + | // Well, the name is bad, since it's xyY but Golang needs me to start with a | |||
| 540 | + | // capital letter to make the method public. | |||
| 541 | + | func XyzToXyy(X, Y, Z float64) (x, y, Yout float64) { | |||
| 542 | + | return XyzToXyyWhiteRef(X, Y, Z, D65) | |||
| 543 | + | } | |||
| 544 | + | ||||
| 545 | + | func XyzToXyyWhiteRef(X, Y, Z float64, wref [3]float64) (x, y, Yout float64) { | |||
| 546 | + | Yout = Y | |||
| 547 | + | N := X + Y + Z | |||
| 548 | + | if math.Abs(N) < 1e-14 { | |||
| 549 | + | // When we have black, Bruce Lindbloom recommends to use | |||
| 550 | + | // the reference white's chromacity for x and y. | |||
| 551 | + | x = wref[0] / (wref[0] + wref[1] + wref[2]) | |||
| 552 | + | y = wref[1] / (wref[0] + wref[1] + wref[2]) | |||
| 553 | + | } else { | |||
| 554 | + | x = X / N | |||
| 555 | + | y = Y / N | |||
| 556 | + | } | |||
| 557 | + | return | |||
| 558 | + | } | |||
| 559 | + | ||||
| 560 | + | func XyyToXyz(x, y, Y float64) (X, Yout, Z float64) { | |||
| 561 | + | Yout = Y | |||
| 562 | + | ||||
| 563 | + | if -1e-14 < y && y < 1e-14 { | |||
| 564 | + | X = 0.0 | |||
| 565 | + | Z = 0.0 | |||
| 566 | + | } else { | |||
| 567 | + | X = Y / y * x | |||
| 568 | + | Z = Y / y * (1.0 - x - y) | |||
| 569 | + | } | |||
| 570 | + | ||||
| 571 | + | return | |||
| 572 | + | } | |||
| 573 | + | ||||
| 574 | + | // Converts the given color to CIE xyY space using D65 as reference white. | |||
| 575 | + | // (Note that the reference white is only used for black input.) | |||
| 576 | + | // x, y and Y are in [0..1] | |||
| 577 | + | func (col Color) Xyy() (x, y, Y float64) { | |||
| 578 | + | return XyzToXyy(col.Xyz()) | |||
| 579 | + | } | |||
| 580 | + | ||||
| 581 | + | // Converts the given color to CIE xyY space, taking into account | |||
| 582 | + | // a given reference white. (i.e. the monitor's white) | |||
| 583 | + | // (Note that the reference white is only used for black input.) | |||
| 584 | + | // x, y and Y are in [0..1] | |||
| 585 | + | func (col Color) XyyWhiteRef(wref [3]float64) (x, y, Y float64) { | |||
| 586 | + | X, Y2, Z := col.Xyz() | |||
| 587 | + | return XyzToXyyWhiteRef(X, Y2, Z, wref) | |||
| 588 | + | } | |||
| 589 | + | ||||
| 590 | + | // Generates a color by using data given in CIE xyY space. | |||
| 591 | + | // x, y and Y are in [0..1] | |||
| 592 | + | func Xyy(x, y, Y float64) Color { | |||
| 593 | + | return Xyz(XyyToXyz(x, y, Y)) | |||
| 594 | + | } | |||
| 595 | + | ||||
| 596 | + | /// L*a*b* /// | |||
| 597 | + | ////////////// | |||
| 598 | + | // http://en.wikipedia.org/wiki/Lab_color_space#CIELAB-CIEXYZ_conversions | |||
| 599 | + | // For L*a*b*, we need to L*a*b*<->XYZ->RGB and the first one is device dependent. | |||
| 600 | + | ||||
| 601 | + | func lab_f(t float64) float64 { | |||
| 602 | + | if t > 6.0/29.0*6.0/29.0*6.0/29.0 { | |||
| 603 | + | return math.Cbrt(t) | |||
| 604 | + | } | |||
| 605 | + | return t/3.0*29.0/6.0*29.0/6.0 + 4.0/29.0 | |||
| 606 | + | } | |||
| 607 | + | ||||
| 608 | + | func XyzToLab(x, y, z float64) (l, a, b float64) { | |||
| 609 | + | // Use D65 white as reference point by default. | |||
| 610 | + | // http://www.fredmiranda.com/forum/topic/1035332 | |||
| 611 | + | // http://en.wikipedia.org/wiki/Standard_illuminant | |||
| 612 | + | return XyzToLabWhiteRef(x, y, z, D65) | |||
| 613 | + | } | |||
| 614 | + | ||||
| 615 | + | func XyzToLabWhiteRef(x, y, z float64, wref [3]float64) (l, a, b float64) { | |||
| 616 | + | fy := lab_f(y / wref[1]) | |||
| 617 | + | l = 1.16*fy - 0.16 | |||
| 618 | + | a = 5.0 * (lab_f(x/wref[0]) - fy) | |||
| 619 | + | b = 2.0 * (fy - lab_f(z/wref[2])) | |||
| 620 | + | return | |||
| 621 | + | } | |||
| 622 | + | ||||
| 623 | + | func lab_finv(t float64) float64 { | |||
| 624 | + | if t > 6.0/29.0 { | |||
| 625 | + | return t * t * t | |||
| 626 | + | } | |||
| 627 | + | return 3.0 * 6.0 / 29.0 * 6.0 / 29.0 * (t - 4.0/29.0) | |||
| 628 | + | } | |||
| 629 | + | ||||
| 630 | + | func LabToXyz(l, a, b float64) (x, y, z float64) { | |||
| 631 | + | // D65 white (see above). | |||
| 632 | + | return LabToXyzWhiteRef(l, a, b, D65) | |||
| 633 | + | } | |||
| 634 | + | ||||
| 635 | + | func LabToXyzWhiteRef(l, a, b float64, wref [3]float64) (x, y, z float64) { | |||
| 636 | + | l2 := (l + 0.16) / 1.16 | |||
| 637 | + | x = wref[0] * lab_finv(l2+a/5.0) | |||
| 638 | + | y = wref[1] * lab_finv(l2) | |||
| 639 | + | z = wref[2] * lab_finv(l2-b/2.0) | |||
| 640 | + | return | |||
| 641 | + | } | |||
| 642 | + | ||||
| 643 | + | // Converts the given color to CIE L*a*b* space using D65 as reference white. | |||
| 644 | + | func (col Color) Lab() (l, a, b float64) { | |||
| 645 | + | return XyzToLab(col.Xyz()) | |||
| 646 | + | } | |||
| 647 | + | ||||
| 648 | + | // Converts the given color to CIE L*a*b* space, taking into account | |||
| 649 | + | // a given reference white. (i.e. the monitor's white) | |||
| 650 | + | func (col Color) LabWhiteRef(wref [3]float64) (l, a, b float64) { | |||
| 651 | + | x, y, z := col.Xyz() | |||
| 652 | + | return XyzToLabWhiteRef(x, y, z, wref) | |||
| 653 | + | } | |||
| 654 | + | ||||
| 655 | + | // Generates a color by using data given in CIE L*a*b* space using D65 as reference white. | |||
| 656 | + | // WARNING: many combinations of `l`, `a`, and `b` values do not have corresponding | |||
| 657 | + | // valid RGB values, check the FAQ in the README if you're unsure. | |||
| 658 | + | func Lab(l, a, b float64) Color { | |||
| 659 | + | return Xyz(LabToXyz(l, a, b)) | |||
| 660 | + | } | |||
| 661 | + | ||||
| 662 | + | // Generates a color by using data given in CIE L*a*b* space, taking | |||
| 663 | + | // into account a given reference white. (i.e. the monitor's white) | |||
| 664 | + | func LabWhiteRef(l, a, b float64, wref [3]float64) Color { | |||
| 665 | + | return Xyz(LabToXyzWhiteRef(l, a, b, wref)) | |||
| 666 | + | } | |||
| 667 | + | ||||
| 668 | + | // DistanceLab is a good measure of visual similarity between two colors! | |||
| 669 | + | // A result of 0 would mean identical colors, while a result of 1 or higher | |||
| 670 | + | // means the colors differ a lot. | |||
| 671 | + | func (c1 Color) DistanceLab(c2 Color) float64 { | |||
| 672 | + | l1, a1, b1 := c1.Lab() | |||
| 673 | + | l2, a2, b2 := c2.Lab() | |||
| 674 | + | return math.Sqrt(sq(l1-l2) + sq(a1-a2) + sq(b1-b2)) | |||
| 675 | + | } | |||
| 676 | + | ||||
| 677 | + | // DistanceCIE76 is the same as DistanceLab. | |||
| 678 | + | func (c1 Color) DistanceCIE76(c2 Color) float64 { | |||
| 679 | + | return c1.DistanceLab(c2) | |||
| 680 | + | } | |||
| 681 | + | ||||
| 682 | + | // Uses the CIE94 formula to calculate color distance. More accurate than | |||
| 683 | + | // DistanceLab, but also more work. | |||
| 684 | + | func (cl Color) DistanceCIE94(cr Color) float64 { | |||
| 685 | + | l1, a1, b1 := cl.Lab() | |||
| 686 | + | l2, a2, b2 := cr.Lab() | |||
| 687 | + | ||||
| 688 | + | // NOTE: Since all those formulas expect L,a,b values 100x larger than we | |||
| 689 | + | // have them in this library, we either need to adjust all constants | |||
| 690 | + | // in the formula, or convert the ranges of L,a,b before, and then | |||
| 691 | + | // scale the distances down again. The latter is less error-prone. | |||
| 692 | + | l1, a1, b1 = l1*100.0, a1*100.0, b1*100.0 | |||
| 693 | + | l2, a2, b2 = l2*100.0, a2*100.0, b2*100.0 | |||
| 694 | + | ||||
| 695 | + | kl := 1.0 // 2.0 for textiles | |||
| 696 | + | kc := 1.0 | |||
| 697 | + | kh := 1.0 | |||
| 698 | + | k1 := 0.045 // 0.048 for textiles | |||
| 699 | + | k2 := 0.015 // 0.014 for textiles. | |||
| 700 | + | ||||
| 701 | + | deltaL := l1 - l2 | |||
| 702 | + | c1 := math.Sqrt(sq(a1) + sq(b1)) | |||
| 703 | + | c2 := math.Sqrt(sq(a2) + sq(b2)) | |||
| 704 | + | deltaCab := c1 - c2 | |||
| 705 | + | ||||
| 706 | + | // Not taking Sqrt here for stability, and it's unnecessary. | |||
| 707 | + | deltaHab2 := sq(a1-a2) + sq(b1-b2) - sq(deltaCab) | |||
| 708 | + | sl := 1.0 | |||
| 709 | + | sc := 1.0 + k1*c1 | |||
| 710 | + | sh := 1.0 + k2*c1 | |||
| 711 | + | ||||
| 712 | + | vL2 := sq(deltaL / (kl * sl)) | |||
| 713 | + | vC2 := sq(deltaCab / (kc * sc)) | |||
| 714 | + | vH2 := deltaHab2 / sq(kh*sh) | |||
| 715 | + | ||||
| 716 | + | return math.Sqrt(vL2+vC2+vH2) * 0.01 // See above. | |||
| 717 | + | } | |||
| 718 | + | ||||
| 719 | + | // DistanceCIEDE2000 uses the Delta E 2000 formula to calculate color | |||
| 720 | + | // distance. It is more expensive but more accurate than both DistanceLab | |||
| 721 | + | // and DistanceCIE94. | |||
| 722 | + | func (cl Color) DistanceCIEDE2000(cr Color) float64 { | |||
| 723 | + | return cl.DistanceCIEDE2000klch(cr, 1.0, 1.0, 1.0) | |||
| 724 | + | } | |||
| 725 | + | ||||
| 726 | + | // DistanceCIEDE2000klch uses the Delta E 2000 formula with custom values | |||
| 727 | + | // for the weighting factors kL, kC, and kH. | |||
| 728 | + | func (cl Color) DistanceCIEDE2000klch(cr Color, kl, kc, kh float64) float64 { | |||
| 729 | + | l1, a1, b1 := cl.Lab() | |||
| 730 | + | l2, a2, b2 := cr.Lab() | |||
| 731 | + | ||||
| 732 | + | // As with CIE94, we scale up the ranges of L,a,b beforehand and scale | |||
| 733 | + | // them down again afterwards. | |||
| 734 | + | l1, a1, b1 = l1*100.0, a1*100.0, b1*100.0 | |||
| 735 | + | l2, a2, b2 = l2*100.0, a2*100.0, b2*100.0 | |||
| 736 | + | ||||
| 737 | + | cab1 := math.Sqrt(sq(a1) + sq(b1)) | |||
| 738 | + | cab2 := math.Sqrt(sq(a2) + sq(b2)) | |||
| 739 | + | cabmean := (cab1 + cab2) / 2 | |||
| 740 | + | ||||
| 741 | + | g := 0.5 * (1 - math.Sqrt(math.Pow(cabmean, 7)/(math.Pow(cabmean, 7)+math.Pow(25, 7)))) | |||
| 742 | + | ap1 := (1 + g) * a1 | |||
| 743 | + | ap2 := (1 + g) * a2 | |||
| 744 | + | cp1 := math.Sqrt(sq(ap1) + sq(b1)) | |||
| 745 | + | cp2 := math.Sqrt(sq(ap2) + sq(b2)) | |||
| 746 | + | ||||
| 747 | + | hp1 := 0.0 | |||
| 748 | + | if b1 != ap1 || ap1 != 0 { | |||
| 749 | + | hp1 = math.Atan2(b1, ap1) | |||
| 750 | + | if hp1 < 0 { | |||
| 751 | + | hp1 += math.Pi * 2 | |||
| 752 | + | } | |||
| 753 | + | hp1 *= 180 / math.Pi | |||
| 754 | + | } | |||
| 755 | + | hp2 := 0.0 | |||
| 756 | + | if b2 != ap2 || ap2 != 0 { | |||
| 757 | + | hp2 = math.Atan2(b2, ap2) | |||
| 758 | + | if hp2 < 0 { | |||
| 759 | + | hp2 += math.Pi * 2 | |||
| 760 | + | } | |||
| 761 | + | hp2 *= 180 / math.Pi | |||
| 762 | + | } | |||
| 763 | + | ||||
| 764 | + | deltaLp := l2 - l1 | |||
| 765 | + | deltaCp := cp2 - cp1 | |||
| 766 | + | dhp := 0.0 | |||
| 767 | + | cpProduct := cp1 * cp2 | |||
| 768 | + | if cpProduct != 0 { | |||
| 769 | + | dhp = hp2 - hp1 | |||
| 770 | + | if dhp > 180 { | |||
| 771 | + | dhp -= 360 | |||
| 772 | + | } else if dhp < -180 { | |||
| 773 | + | dhp += 360 | |||
| 774 | + | } | |||
| 775 | + | } | |||
| 776 | + | deltaHp := 2 * math.Sqrt(cpProduct) * math.Sin(dhp/2*math.Pi/180) | |||
| 777 | + | ||||
| 778 | + | lpmean := (l1 + l2) / 2 | |||
| 779 | + | cpmean := (cp1 + cp2) / 2 | |||
| 780 | + | hpmean := hp1 + hp2 | |||
| 781 | + | if cpProduct != 0 { | |||
| 782 | + | hpmean /= 2 | |||
| 783 | + | if math.Abs(hp1-hp2) > 180 { | |||
| 784 | + | if hp1+hp2 < 360 { | |||
| 785 | + | hpmean += 180 | |||
| 786 | + | } else { | |||
| 787 | + | hpmean -= 180 | |||
| 788 | + | } | |||
| 789 | + | } | |||
| 790 | + | } | |||
| 791 | + | ||||
| 792 | + | t := 1 - 0.17*math.Cos((hpmean-30)*math.Pi/180) + 0.24*math.Cos(2*hpmean*math.Pi/180) + 0.32*math.Cos((3*hpmean+6)*math.Pi/180) - 0.2*math.Cos((4*hpmean-63)*math.Pi/180) | |||
| 793 | + | deltaTheta := 30 * math.Exp(-sq((hpmean-275)/25)) | |||
| 794 | + | rc := 2 * math.Sqrt(math.Pow(cpmean, 7)/(math.Pow(cpmean, 7)+math.Pow(25, 7))) | |||
| 795 | + | sl := 1 + (0.015*sq(lpmean-50))/math.Sqrt(20+sq(lpmean-50)) | |||
| 796 | + | sc := 1 + 0.045*cpmean | |||
| 797 | + | sh := 1 + 0.015*cpmean*t | |||
| 798 | + | rt := -math.Sin(2*deltaTheta*math.Pi/180) * rc | |||
| 799 | + | ||||
| 800 | + | return math.Sqrt(sq(deltaLp/(kl*sl))+sq(deltaCp/(kc*sc))+sq(deltaHp/(kh*sh))+rt*(deltaCp/(kc*sc))*(deltaHp/(kh*sh))) * 0.01 | |||
| 801 | + | } | |||
| 802 | + | ||||
| 803 | + | // BlendLab blends two colors in the L*a*b* color-space, which should result in a smoother blend. | |||
| 804 | + | // t == 0 results in c1, t == 1 results in c2 | |||
| 805 | + | func (c1 Color) BlendLab(c2 Color, t float64) Color { | |||
| 806 | + | l1, a1, b1 := c1.Lab() | |||
| 807 | + | l2, a2, b2 := c2.Lab() | |||
| 808 | + | return Lab(l1+t*(l2-l1), | |||
| 809 | + | a1+t*(a2-a1), | |||
| 810 | + | b1+t*(b2-b1)) | |||
| 811 | + | } | |||
| 812 | + | ||||
| 813 | + | /// L*u*v* /// | |||
| 814 | + | ////////////// | |||
| 815 | + | // http://en.wikipedia.org/wiki/CIELUV#XYZ_.E2.86.92_CIELUV_and_CIELUV_.E2.86.92_XYZ_conversions | |||
| 816 | + | // For L*u*v*, we need to L*u*v*<->XYZ<->RGB and the first one is device dependent. | |||
| 817 | + | ||||
| 818 | + | func XyzToLuv(x, y, z float64) (l, a, b float64) { | |||
| 819 | + | // Use D65 white as reference point by default. | |||
| 820 | + | // http://www.fredmiranda.com/forum/topic/1035332 | |||
| 821 | + | // http://en.wikipedia.org/wiki/Standard_illuminant | |||
| 822 | + | return XyzToLuvWhiteRef(x, y, z, D65) | |||
| 823 | + | } | |||
| 824 | + | ||||
| 825 | + | func XyzToLuvWhiteRef(x, y, z float64, wref [3]float64) (l, u, v float64) { | |||
| 826 | + | if y/wref[1] <= 6.0/29.0*6.0/29.0*6.0/29.0 { | |||
| 827 | + | l = y / wref[1] * (29.0 / 3.0 * 29.0 / 3.0 * 29.0 / 3.0) / 100.0 | |||
| 828 | + | } else { | |||
| 829 | + | l = 1.16*math.Cbrt(y/wref[1]) - 0.16 | |||
| 830 | + | } | |||
| 831 | + | ubis, vbis := xyz_to_uv(x, y, z) | |||
| 832 | + | un, vn := xyz_to_uv(wref[0], wref[1], wref[2]) | |||
| 833 | + | u = 13.0 * l * (ubis - un) | |||
| 834 | + | v = 13.0 * l * (vbis - vn) | |||
| 835 | + | return | |||
| 836 | + | } | |||
| 837 | + | ||||
| 838 | + | // For this part, we do as R's graphics.hcl does, not as wikipedia does. | |||
| 839 | + | // Or is it the same? | |||
| 840 | + | func xyz_to_uv(x, y, z float64) (u, v float64) { | |||
| 841 | + | denom := x + 15.0*y + 3.0*z | |||
| 842 | + | if denom == 0.0 { | |||
| 843 | + | u, v = 0.0, 0.0 | |||
| 844 | + | } else { | |||
| 845 | + | u = 4.0 * x / denom | |||
| 846 | + | v = 9.0 * y / denom | |||
| 847 | + | } | |||
| 848 | + | return | |||
| 849 | + | } | |||
| 850 | + | ||||
| 851 | + | func LuvToXyz(l, u, v float64) (x, y, z float64) { | |||
| 852 | + | // D65 white (see above). | |||
| 853 | + | return LuvToXyzWhiteRef(l, u, v, D65) | |||
| 854 | + | } | |||
| 855 | + | ||||
| 856 | + | func LuvToXyzWhiteRef(l, u, v float64, wref [3]float64) (x, y, z float64) { | |||
| 857 | + | // y = wref[1] * lab_finv((l + 0.16) / 1.16) | |||
| 858 | + | if l <= 0.08 { | |||
| 859 | + | y = wref[1] * l * 100.0 * 3.0 / 29.0 * 3.0 / 29.0 * 3.0 / 29.0 | |||
| 860 | + | } else { | |||
| 861 | + | y = wref[1] * cub((l+0.16)/1.16) | |||
| 862 | + | } | |||
| 863 | + | un, vn := xyz_to_uv(wref[0], wref[1], wref[2]) | |||
| 864 | + | if l != 0.0 { | |||
| 865 | + | ubis := u/(13.0*l) + un | |||
| 866 | + | vbis := v/(13.0*l) + vn | |||
| 867 | + | x = y * 9.0 * ubis / (4.0 * vbis) | |||
| 868 | + | z = y * (12.0 - 3.0*ubis - 20.0*vbis) / (4.0 * vbis) | |||
| 869 | + | } else { | |||
| 870 | + | x, y = 0.0, 0.0 | |||
| 871 | + | } | |||
| 872 | + | return | |||
| 873 | + | } | |||
| 874 | + | ||||
| 875 | + | // Converts the given color to CIE L*u*v* space using D65 as reference white. | |||
| 876 | + | // L* is in [0..1] and both u* and v* are in about [-1..1] | |||
| 877 | + | func (col Color) Luv() (l, u, v float64) { | |||
| 878 | + | return XyzToLuv(col.Xyz()) | |||
| 879 | + | } | |||
| 880 | + | ||||
| 881 | + | // Converts the given color to CIE L*u*v* space, taking into account | |||
| 882 | + | // a given reference white. (i.e. the monitor's white) | |||
| 883 | + | // L* is in [0..1] and both u* and v* are in about [-1..1] | |||
| 884 | + | func (col Color) LuvWhiteRef(wref [3]float64) (l, u, v float64) { | |||
| 885 | + | x, y, z := col.Xyz() | |||
| 886 | + | return XyzToLuvWhiteRef(x, y, z, wref) | |||
| 887 | + | } | |||
| 888 | + | ||||
| 889 | + | // Generates a color by using data given in CIE L*u*v* space using D65 as reference white. | |||
| 890 | + | // L* is in [0..1] and both u* and v* are in about [-1..1] | |||
| 891 | + | // WARNING: many combinations of `l`, `u`, and `v` values do not have corresponding | |||
| 892 | + | // valid RGB values, check the FAQ in the README if you're unsure. | |||
| 893 | + | func Luv(l, u, v float64) Color { | |||
| 894 | + | return Xyz(LuvToXyz(l, u, v)) | |||
| 895 | + | } | |||
| 896 | + | ||||
| 897 | + | // Generates a color by using data given in CIE L*u*v* space, taking | |||
| 898 | + | // into account a given reference white. (i.e. the monitor's white) | |||
| 899 | + | // L* is in [0..1] and both u* and v* are in about [-1..1] | |||
| 900 | + | func LuvWhiteRef(l, u, v float64, wref [3]float64) Color { | |||
| 901 | + | return Xyz(LuvToXyzWhiteRef(l, u, v, wref)) | |||
| 902 | + | } | |||
| 903 | + | ||||
| 904 | + | // DistanceLuv is a good measure of visual similarity between two colors! | |||
| 905 | + | // A result of 0 would mean identical colors, while a result of 1 or higher | |||
| 906 | + | // means the colors differ a lot. | |||
| 907 | + | func (c1 Color) DistanceLuv(c2 Color) float64 { | |||
| 908 | + | l1, u1, v1 := c1.Luv() | |||
| 909 | + | l2, u2, v2 := c2.Luv() | |||
| 910 | + | return math.Sqrt(sq(l1-l2) + sq(u1-u2) + sq(v1-v2)) | |||
| 911 | + | } | |||
| 912 | + | ||||
| 913 | + | // BlendLuv blends two colors in the CIE-L*u*v* color-space, which should result in a smoother blend. | |||
| 914 | + | // t == 0 results in c1, t == 1 results in c2 | |||
| 915 | + | func (c1 Color) BlendLuv(c2 Color, t float64) Color { | |||
| 916 | + | l1, u1, v1 := c1.Luv() | |||
| 917 | + | l2, u2, v2 := c2.Luv() | |||
| 918 | + | return Luv(l1+t*(l2-l1), | |||
| 919 | + | u1+t*(u2-u1), | |||
| 920 | + | v1+t*(v2-v1)) | |||
| 921 | + | } | |||
| 922 | + | ||||
| 923 | + | /// HCL /// | |||
| 924 | + | /////////// | |||
| 925 | + | // HCL is nothing else than L*a*b* in cylindrical coordinates! | |||
| 926 | + | // (this was wrong on English wikipedia, I fixed it, let's hope the fix stays.) | |||
| 927 | + | // But it is widely popular since it is a "correct HSV" | |||
| 928 | + | // http://www.hunterlab.com/appnotes/an09_96a.pdf | |||
| 929 | + | ||||
| 930 | + | // Converts the given color to HCL space using D65 as reference white. | |||
| 931 | + | // H values are in [0..360], C and L values are in [0..1] although C can overshoot 1.0 | |||
| 932 | + | func (col Color) Hcl() (h, c, l float64) { | |||
| 933 | + | return col.HclWhiteRef(D65) | |||
| 934 | + | } | |||
| 935 | + | ||||
| 936 | + | func LabToHcl(L, a, b float64) (h, c, l float64) { | |||
| 937 | + | // Oops, floating point workaround necessary if a ~= b and both are very small (i.e. almost zero). | |||
| 938 | + | if math.Abs(b-a) > 1e-4 && math.Abs(a) > 1e-4 { | |||
| 939 | + | h = math.Mod(57.29577951308232087721*math.Atan2(b, a)+360.0, 360.0) // Rad2Deg | |||
| 940 | + | } else { | |||
| 941 | + | h = 0.0 | |||
| 942 | + | } | |||
| 943 | + | c = math.Sqrt(sq(a) + sq(b)) | |||
| 944 | + | l = L | |||
| 945 | + | return | |||
| 946 | + | } | |||
| 947 | + | ||||
| 948 | + | // Converts the given color to HCL space, taking into account | |||
| 949 | + | // a given reference white. (i.e. the monitor's white) | |||
| 950 | + | // H values are in [0..360], C and L values are in [0..1] | |||
| 951 | + | func (col Color) HclWhiteRef(wref [3]float64) (h, c, l float64) { | |||
| 952 | + | L, a, b := col.LabWhiteRef(wref) | |||
| 953 | + | return LabToHcl(L, a, b) | |||
| 954 | + | } | |||
| 955 | + | ||||
| 956 | + | // Generates a color by using data given in HCL space using D65 as reference white. | |||
| 957 | + | // H values are in [0..360], C and L values are in [0..1] | |||
| 958 | + | // WARNING: many combinations of `h`, `c`, and `l` values do not have corresponding | |||
| 959 | + | // valid RGB values, check the FAQ in the README if you're unsure. | |||
| 960 | + | func Hcl(h, c, l float64) Color { | |||
| 961 | + | return HclWhiteRef(h, c, l, D65) | |||
| 962 | + | } | |||
| 963 | + | ||||
| 964 | + | func HclToLab(h, c, l float64) (L, a, b float64) { | |||
| 965 | + | H := 0.01745329251994329576 * h // Deg2Rad | |||
| 966 | + | a = c * math.Cos(H) | |||
| 967 | + | b = c * math.Sin(H) | |||
| 968 | + | L = l | |||
| 969 | + | return | |||
| 970 | + | } | |||
| 971 | + | ||||
| 972 | + | // Generates a color by using data given in HCL space, taking | |||
| 973 | + | // into account a given reference white. (i.e. the monitor's white) | |||
| 974 | + | // H values are in [0..360], C and L values are in [0..1] | |||
| 975 | + | func HclWhiteRef(h, c, l float64, wref [3]float64) Color { | |||
| 976 | + | L, a, b := HclToLab(h, c, l) | |||
| 977 | + | return LabWhiteRef(L, a, b, wref) | |||
| 978 | + | } | |||
| 979 | + | ||||
| 980 | + | // BlendHcl blends two colors in the CIE-L*C*h° color-space, which should result in a smoother blend. | |||
| 981 | + | // t == 0 results in c1, t == 1 results in c2 | |||
| 982 | + | func (col1 Color) BlendHcl(col2 Color, t float64) Color { | |||
| 983 | + | h1, c1, l1 := col1.Hcl() | |||
| 984 | + | h2, c2, l2 := col2.Hcl() | |||
| 985 | + | ||||
| 986 | + | // https://github.com/lucasb-eyer/go-colorful/pull/60 | |||
| 987 | + | if c1 <= 0.00015 && c2 >= 0.00015 { | |||
| 988 | + | h1 = h2 | |||
| 989 | + | } else if c2 <= 0.00015 && c1 >= 0.00015 { | |||
| 990 | + | h2 = h1 | |||
| 991 | + | } | |||
| 992 | + | ||||
| 993 | + | // We know that h are both in [0..360] | |||
| 994 | + | return Hcl(interp_angle(h1, h2, t), c1+t*(c2-c1), l1+t*(l2-l1)).Clamped() | |||
| 995 | + | } | |||
| 996 | + | ||||
| 997 | + | // LuvLch | |||
| 998 | + | ||||
| 999 | + | // Converts the given color to LuvLCh space using D65 as reference white. | |||
| 1000 | + | // h values are in [0..360], C and L values are in [0..1] although C can overshoot 1.0 | |||
| 1001 | + | func (col Color) LuvLCh() (l, c, h float64) { | |||
| 1002 | + | return col.LuvLChWhiteRef(D65) | |||
| 1003 | + | } | |||
| 1004 | + | ||||
| 1005 | + | func LuvToLuvLCh(L, u, v float64) (l, c, h float64) { | |||
| 1006 | + | // Oops, floating point workaround necessary if u ~= v and both are very small (i.e. almost zero). | |||
| 1007 | + | if math.Abs(v-u) > 1e-4 && math.Abs(u) > 1e-4 { | |||
| 1008 | + | h = math.Mod(57.29577951308232087721*math.Atan2(v, u)+360.0, 360.0) // Rad2Deg | |||
| 1009 | + | } else { | |||
| 1010 | + | h = 0.0 | |||
| 1011 | + | } | |||
| 1012 | + | l = L | |||
| 1013 | + | c = math.Sqrt(sq(u) + sq(v)) | |||
| 1014 | + | return | |||
| 1015 | + | } | |||
| 1016 | + | ||||
| 1017 | + | // Converts the given color to LuvLCh space, taking into account | |||
| 1018 | + | // a given reference white. (i.e. the monitor's white) | |||
| 1019 | + | // h values are in [0..360], c and l values are in [0..1] | |||
| 1020 | + | func (col Color) LuvLChWhiteRef(wref [3]float64) (l, c, h float64) { | |||
| 1021 | + | return LuvToLuvLCh(col.LuvWhiteRef(wref)) | |||
| 1022 | + | } | |||
| 1023 | + | ||||
| 1024 | + | // Generates a color by using data given in LuvLCh space using D65 as reference white. | |||
| 1025 | + | // h values are in [0..360], C and L values are in [0..1] | |||
| 1026 | + | // WARNING: many combinations of `l`, `c`, and `h` values do not have corresponding | |||
| 1027 | + | // valid RGB values, check the FAQ in the README if you're unsure. | |||
| 1028 | + | func LuvLCh(l, c, h float64) Color { | |||
| 1029 | + | return LuvLChWhiteRef(l, c, h, D65) | |||
| 1030 | + | } | |||
| 1031 | + | ||||
| 1032 | + | func LuvLChToLuv(l, c, h float64) (L, u, v float64) { | |||
| 1033 | + | H := 0.01745329251994329576 * h // Deg2Rad | |||
| 1034 | + | u = c * math.Cos(H) | |||
| 1035 | + | v = c * math.Sin(H) | |||
| 1036 | + | L = l | |||
| 1037 | + | return | |||
| 1038 | + | } | |||
| 1039 | + | ||||
| 1040 | + | // Generates a color by using data given in LuvLCh space, taking | |||
| 1041 | + | // into account a given reference white. (i.e. the monitor's white) | |||
| 1042 | + | // h values are in [0..360], C and L values are in [0..1] | |||
| 1043 | + | func LuvLChWhiteRef(l, c, h float64, wref [3]float64) Color { | |||
| 1044 | + | L, u, v := LuvLChToLuv(l, c, h) | |||
| 1045 | + | return LuvWhiteRef(L, u, v, wref) | |||
| 1046 | + | } | |||
| 1047 | + | ||||
| 1048 | + | // BlendLuvLCh blends two colors in the cylindrical CIELUV color space. | |||
| 1049 | + | // t == 0 results in c1, t == 1 results in c2 | |||
| 1050 | + | func (col1 Color) BlendLuvLCh(col2 Color, t float64) Color { | |||
| 1051 | + | l1, c1, h1 := col1.LuvLCh() | |||
| 1052 | + | l2, c2, h2 := col2.LuvLCh() | |||
| 1053 | + | ||||
| 1054 | + | // We know that h are both in [0..360] | |||
| 1055 | + | return LuvLCh(l1+t*(l2-l1), c1+t*(c2-c1), interp_angle(h1, h2, t)) | |||
| 1056 | + | } | |||
| 1057 | + | ||||
| 1058 | + | /// OkLab /// | |||
| 1059 | + | /////////// | |||
| 1060 | + | ||||
| 1061 | + | func (col Color) OkLab() (l, a, b float64) { | |||
| 1062 | + | return XyzToOkLab(col.Xyz()) | |||
| 1063 | + | } | |||
| 1064 | + | ||||
| 1065 | + | func OkLab(l, a, b float64) Color { | |||
| 1066 | + | return Xyz(OkLabToXyz(l, a, b)) | |||
| 1067 | + | } | |||
| 1068 | + | ||||
| 1069 | + | func XyzToOkLab(x, y, z float64) (l, a, b float64) { | |||
| 1070 | + | l_ := math.Cbrt(0.8189330101*x + 0.3618667424*y - 0.1288597137*z) | |||
| 1071 | + | m_ := math.Cbrt(0.0329845436*x + 0.9293118715*y + 0.0361456387*z) | |||
| 1072 | + | s_ := math.Cbrt(0.0482003018*x + 0.2643662691*y + 0.6338517070*z) | |||
| 1073 | + | l = 0.2104542553*l_ + 0.7936177850*m_ - 0.0040720468*s_ | |||
| 1074 | + | a = 1.9779984951*l_ - 2.4285922050*m_ + 0.4505937099*s_ | |||
| 1075 | + | b = 0.0259040371*l_ + 0.7827717662*m_ - 0.8086757660*s_ | |||
| 1076 | + | return | |||
| 1077 | + | } | |||
| 1078 | + | ||||
| 1079 | + | func OkLabToXyz(l, a, b float64) (x, y, z float64) { | |||
| 1080 | + | l_ := 0.9999999984505196*l + 0.39633779217376774*a + 0.2158037580607588*b | |||
| 1081 | + | m_ := 1.0000000088817607*l - 0.10556134232365633*a - 0.0638541747717059*b | |||
| 1082 | + | s_ := 1.0000000546724108*l - 0.08948418209496574*a - 1.2914855378640917*b | |||
| 1083 | + | ||||
| 1084 | + | ll := math.Pow(l_, 3) | |||
| 1085 | + | m := math.Pow(m_, 3) | |||
| 1086 | + | s := math.Pow(s_, 3) | |||
| 1087 | + | ||||
| 1088 | + | x = 1.2268798733741557*ll - 0.5578149965554813*m + 0.28139105017721594*s | |||
| 1089 | + | y = -0.04057576262431372*ll + 1.1122868293970594*m - 0.07171106666151696*s | |||
| 1090 | + | z = -0.07637294974672142*ll - 0.4214933239627916*m + 1.5869240244272422*s | |||
| 1091 | + | ||||
| 1092 | + | return | |||
| 1093 | + | } | |||
| 1094 | + | ||||
| 1095 | + | // BlendOkLab blends two colors in the OkLab color-space, which should result in a better blend (even compared to BlendLab). | |||
| 1096 | + | func (c1 Color) BlendOkLab(c2 Color, t float64) Color { | |||
| 1097 | + | l1, a1, b1 := c1.OkLab() | |||
| 1098 | + | l2, a2, b2 := c2.OkLab() | |||
| 1099 | + | return OkLab(l1+t*(l2-l1), | |||
| 1100 | + | a1+t*(a2-a1), | |||
| 1101 | + | b1+t*(b2-b1)) | |||
| 1102 | + | } | |||
| 1103 | + | ||||
| 1104 | + | /// OkLch /// | |||
| 1105 | + | /////////// | |||
| 1106 | + | ||||
| 1107 | + | func (col Color) OkLch() (l, c, h float64) { | |||
| 1108 | + | return OkLabToOkLch(col.OkLab()) | |||
| 1109 | + | } | |||
| 1110 | + | ||||
| 1111 | + | func OkLch(l, c, h float64) Color { | |||
| 1112 | + | return Xyz(OkLchToXyz(l, c, h)) | |||
| 1113 | + | } | |||
| 1114 | + | ||||
| 1115 | + | func XyzToOkLch(x, y, z float64) (float64, float64, float64) { | |||
| 1116 | + | l, c, h := OkLabToOkLch(XyzToOkLab(x, y, z)) | |||
| 1117 | + | return l, c, h | |||
| 1118 | + | } | |||
| 1119 | + | ||||
| 1120 | + | func OkLchToXyz(l, c, h float64) (float64, float64, float64) { | |||
| 1121 | + | x, y, z := OkLabToXyz(OkLchToOkLab(l, c, h)) | |||
| 1122 | + | return x, y, z | |||
| 1123 | + | } | |||
| 1124 | + | ||||
| 1125 | + | func OkLabToOkLch(l, a, b float64) (float64, float64, float64) { | |||
| 1126 | + | c := math.Sqrt((a * a) + (b * b)) | |||
| 1127 | + | h := math.Atan2(b, a) | |||
| 1128 | + | if h < 0 { | |||
| 1129 | + | h += 2 * math.Pi | |||
| 1130 | + | } | |||
| 1131 | + | ||||
| 1132 | + | return l, c, h * 180 / math.Pi | |||
| 1133 | + | } | |||
| 1134 | + | ||||
| 1135 | + | func OkLchToOkLab(l, c, h float64) (float64, float64, float64) { | |||
| 1136 | + | h *= math.Pi / 180 | |||
| 1137 | + | a := c * math.Cos(h) | |||
| 1138 | + | b := c * math.Sin(h) | |||
| 1139 | + | return l, a, b | |||
| 1140 | + | } | |||
| 1141 | + | ||||
| 1142 | + | // BlendOkLch blends two colors in the OkLch color-space, which should result in a better blend (even compared to BlendHcl). | |||
| 1143 | + | func (col1 Color) BlendOkLch(col2 Color, t float64) Color { | |||
| 1144 | + | l1, c1, h1 := col1.OkLch() | |||
| 1145 | + | l2, c2, h2 := col2.OkLch() | |||
| 1146 | + | ||||
| 1147 | + | // https://github.com/lucasb-eyer/go-colorful/pull/60 | |||
| 1148 | + | if c1 <= 0.00015 && c2 >= 0.00015 { | |||
| 1149 | + | h1 = h2 | |||
| 1150 | + | } else if c2 <= 0.00015 && c1 >= 0.00015 { | |||
| 1151 | + | h2 = h1 | |||
| 1152 | + | } | |||
| 1153 | + | ||||
| 1154 | + | // We know that h are both in [0..360] | |||
| 1155 | + | return OkLch(l1+t*(l2-l1), c1+t*(c2-c1), interp_angle(h1, h2, t)).Clamped() | |||
| 1156 | + | } | |||
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