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hsla.go
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hsla.go
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// Code taken from: github.com/egonelbre/expgio/shadow/f32color
package main
import "math"
// HSLA is a 32 bit floating point HSL space color, all from 0 to 1.
type HSLA struct{ H, S, L, A float32 }
// HSLA converts color to HSLA.
func (col RGBA) HSLA() HSLA {
// see https://en.wikipedia.org/wiki/HSL_and_HSV#Hue_and_chroma
max := max3(col.R, col.G, col.B)
min := min3(col.R, col.G, col.B)
c := max - min
var h float32
if c == 0 {
// undefined, we'll default to 0
} else if max == col.R {
h = mod6((col.G - col.B) / c)
} else if max == col.G {
h = (col.B-col.R)/c + 2
} else {
h = (col.R-col.G)/c + 4
}
h /= 6.0
if h < 0 {
h += 1
}
l := (max + min) / 2
var s float32
if c != 0 {
s = c / (1 - abs(2*l-1))
}
return HSLA{
H: h,
S: s,
L: l,
A: col.A,
}
}
// HSLA converts color to RGBA.
func (col HSLA) RGBA() RGBA {
if col.S == 0 {
return RGBA{A: col.A}
}
h := mod1(col.H)
var v2 float32
if col.L < 0.5 {
v2 = col.L * (1 + col.S)
} else {
v2 = (col.L + col.S) - col.S*col.L
}
v1 := 2*col.L - v2
return RGBA{
R: hue(v1, v2, h+1.0/3.0),
G: hue(v1, v2, h),
B: hue(v1, v2, h-1.0/3.0),
A: col.A,
}
}
// IsBright estimates whether the color is considered as bright or
// not based on CIELab perceived lightness.
func (col HSLA) IsBright() bool {
// See RGBA.IsBright for calculation details.
const grayPoint = 65.0
const d = (grayPoint + 16.0) / 116.0
return col.L > d*d*d
}
// Emphasize darkens light colors and lightens dark colors.
func (col HSLA) Emphasize(ratio float32) HSLA {
if col.IsBright() {
return col.Darken(ratio)
} else {
return col.Lighten(ratio)
}
}
// Lighten returns linear color blend with white in HSL colorspace with the specified percentage.
func (col HSLA) Lighten(p float32) HSLA {
p = clamp1(p)
col.L = clamp1(col.L + (1-col.L)*p)
return col
}
// Darken returns linear color blend with black in HSL colorspace with the specified percentage.
func (col HSLA) Darken(p float32) HSLA {
p = clamp1(p)
col.L = clamp1(col.L * (1 - p))
return col
}
func hue(v1, v2, h float32) float32 {
if h < 0 {
h += 1
}
if h > 1 {
h -= 1
}
if 6*h < 1 {
return v1 + (v2-v1)*6*h
} else if 2*h < 1 {
return v2
} else if 3*h < 2 {
return v1 + (v2-v1)*(2.0/3.0-h)*6
}
return v1
}
func abs(v float32) float32 {
if v < 0 {
return -v
}
return v
}
func mod1(v float32) float32 { return float32(math.Mod(float64(v), 1)) }
func mod6(v float32) float32 { return float32(math.Mod(float64(v), 6)) }
func min3(a, b, c float32) float32 {
if a < b {
if a < c {
return a
} else {
return c
}
} else {
if b < c {
return b
} else {
return c
}
}
}
func max3(a, b, c float32) float32 {
if a > b {
if a > c {
return a
} else {
return c
}
} else {
if b > c {
return b
} else {
return c
}
}
}
func clamp1(v float32) float32 {
if v > 1 {
return 1
} else if v < 0 {
return 0
}
return v
}