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color.d
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color.d
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/++
Base module for working with colors and in-memory image pixmaps.
Also has various basic data type definitions that are generally
useful with images like [Point], [Size], and [Rectangle].
+/
module arsd.color;
import arsd.core;
@safe:
// importing phobos explodes the size of this code 10x, so not doing it.
private {
double toInternal(T)(scope const(char)[] s) {
double accumulator = 0.0;
size_t i = s.length;
foreach(idx, c; s) {
if(c >= '0' && c <= '9') {
accumulator *= 10;
accumulator += c - '0';
} else if(c == '.') {
i = idx + 1;
break;
} else {
string wtfIsWrongWithThisStupidLanguageWithItsBrokenSafeAttribute = "bad char to make double from ";
wtfIsWrongWithThisStupidLanguageWithItsBrokenSafeAttribute ~= s;
throw new Exception(wtfIsWrongWithThisStupidLanguageWithItsBrokenSafeAttribute);
}
}
double accumulator2 = 0.0;
double count = 1;
foreach(c; s[i .. $]) {
if(c >= '0' && c <= '9') {
accumulator2 *= 10;
accumulator2 += c - '0';
count *= 10;
} else {
string wtfIsWrongWithThisStupidLanguageWithItsBrokenSafeAttribute = "bad char to make double from ";
wtfIsWrongWithThisStupidLanguageWithItsBrokenSafeAttribute ~= s;
throw new Exception(wtfIsWrongWithThisStupidLanguageWithItsBrokenSafeAttribute);
}
}
return accumulator + accumulator2 / count;
}
package(arsd) @trusted
string toInternal(T)(long a) {
if(a == 0)
return "0";
char[] ret;
bool neg;
if(a < 0) {
neg = true;
a = -a;
}
while(a) {
ret ~= (a % 10) + '0';
a /= 10;
}
for(int i = 0; i < ret.length / 2; i++) {
char c = ret[i];
ret[i] = ret[$ - i - 1];
ret[$ - i - 1] = c;
}
if(neg)
ret = "-" ~ ret;
return cast(string) ret;
}
string toInternal(T)(double a) {
// a simplifying assumption here is the fact that we only use this in one place: toInternal!string(cast(double) a / 255)
// thus we know this will always be between 0.0 and 1.0, inclusive.
if(a <= 0.0)
return "0.0";
if(a >= 1.0)
return "1.0";
string ret = "0.";
// I wonder if I can handle round off error any better. Phobos does, but that isn't worth 100 KB of code.
int amt = cast(int)(a * 1000);
return ret ~ toInternal!string(amt);
}
nothrow @safe @nogc pure
double absInternal(double a) { return a < 0 ? -a : a; }
nothrow @safe @nogc pure
double minInternal(double a, double b, double c) {
auto m = a;
if(b < m) m = b;
if(c < m) m = c;
return m;
}
nothrow @safe @nogc pure
double maxInternal(double a, double b, double c) {
auto m = a;
if(b > m) m = b;
if(c > m) m = c;
return m;
}
nothrow @safe @nogc pure
bool startsWithInternal(in char[] a, in char[] b) {
return (a.length >= b.length && a[0 .. b.length] == b);
}
void splitInternal(scope inout(char)[] a, char c, scope void delegate(int, scope inout(char)[]) @safe dg) {
int count;
size_t previous = 0;
foreach(i, char ch; a) {
if(ch == c) {
dg(count++, a[previous .. i]);
previous = i + 1;
}
}
if(previous != a.length)
dg(count++, a[previous .. $]);
}
}
// done with mini-phobos
/// Represents an RGBA color
struct Color {
@system static Color fromJsVar(T)(T v) { // it is a template so i don't have to actually import arsd.jsvar...
return Color.fromString(v.get!string);
}
@safe:
ubyte[4] components; /// [r, g, b, a]
// The color components are available as individual bytes and a uint through this property functions.
// Unlike an anonymous union, this works with CTFE as well.
@safe pure nothrow @nogc {
// individual rgb components
pragma(inline, true) ref inout(ubyte) r() inout scope return { return components[0]; } /// red
pragma(inline, true) ref inout(ubyte) g() inout scope return { return components[1]; } /// green
pragma(inline, true) ref inout(ubyte) b() inout scope return { return components[2]; } /// blue
pragma(inline, true) ref inout(ubyte) a() inout scope return { return components[3]; } /// alpha. 255 == opaque
/*
pragma(inline, true) void r(ubyte value) { components[0] = value; } /// red
pragma(inline, true) void g(ubyte value) { components[1] = value; } /// green
pragma(inline, true) void b(ubyte value) { components[2] = value; } /// blue
pragma(inline, true) void a(ubyte value) { components[3] = value; } /// alpha. 255 == opaque
*/
/// The components as a single 32 bit value (beware of endian issues!)
uint asUint() inout {
if (__ctfe) {
version (LittleEndian)
return (r) | (g << 8) | (b << 16) | (a << 24);
else version (BigEndian)
return (r << 24) | (g << 16) | (b << 8) | (a);
else
static assert(false, "Unsupported endianness");
} else {
return (cast(inout(uint)[1]) components)[0];
}
}
/// ditto
void asUint(uint value) {
if (__ctfe) {
version (LittleEndian) {
r = (value & 0xFF);
g = ((value & 0xFF_00) >> 8);
b = ((value & 0xFF_00_00) >> 16);
a = ((value & 0xFF_00_00_00) >> 24);
} else version (BigEndian) {
r = ((value & 0xFF_00_00_00) >> 24);
g = ((value & 0xFF_00_00) >> 16);
b = ((value & 0xFF_00) >> 8);
a = (value & 0xFF);
} else {
static assert(false, "Unsupported endianness");
}
} else {
components = function(uint value) @trusted {
return *(cast(ubyte[4]*) cast(void*) &value);
}(value);
}
}
/// ditto
uint opCast(T : uint)() inout { return this.asUint; }
}
/++
Returns a value compatible with [https://docs.microsoft.com/en-us/windows/win32/gdi/colorref|a Win32 COLORREF].
Please note that the alpha value is lost in translation.
History:
Added November 27, 2021 (dub v10.4)
See_Also:
[fromWindowsColorRef]
+/
nothrow pure @nogc
uint asWindowsColorRef() {
uint cr;
cr |= b << 16;
cr |= g << 8;
cr |= r;
return cr;
}
/++
Constructs a Color from [https://docs.microsoft.com/en-us/windows/win32/gdi/colorref|a Win32 COLORREF].
History:
Added November 27, 2021 (dub v10.4)
See_Also:
[asWindowsColorRef]
+/
nothrow pure @nogc
static Color fromWindowsColorRef(uint cr) {
return Color(cr & 0xff, (cr >> 8) & 0xff, (cr >> 16) & 0xff);
}
/++
Like the constructor, but this makes sure they are in range before casting. If they are out of range, it saturates: anything less than zero becomes zero and anything greater than 255 becomes 255.
+/
nothrow pure @nogc
static Color fromIntegers(int red, int green, int blue, int alpha = 255) {
return Color(clampToByte(red), clampToByte(green), clampToByte(blue), clampToByte(alpha));
}
/// Construct a color with the given values. They should be in range 0 <= x <= 255, where 255 is maximum intensity and 0 is minimum intensity.
nothrow pure @nogc
this(int red, int green, int blue, int alpha = 255) {
this.r = cast(ubyte) red;
this.g = cast(ubyte) green;
this.b = cast(ubyte) blue;
this.a = cast(ubyte) alpha;
}
/++
Construct a color from components[0 .. 4]. It must have length of at least 4 and be in r, g, b, a order.
History:
Added July 18, 2022 (dub v10.9)
+/
nothrow pure @nogc
this(scope ubyte[] components) {
this.components[] = components[0 .. 4];
}
/++
Constructs a color from floating-point rgba components, each between 0 and 1.0.
History:
Added December 1, 2022 (dub v10.10)
+/
this(float r, float g, float b, float a = 1.0) {
if(r < 0) r = 0;
if(g < 0) g = 0;
if(b < 0) b = 0;
if(r > 1) r = 1;
if(g > 1) g = 1;
if(b > 1) b = 1;
/*
assert(r >= 0.0 && r <= 1.0, to!string(r));
assert(g >= 0.0 && g <= 1.0, to!string(g));
assert(b >= 0.0 && b <= 1.0, to!string(b));
assert(a >= 0.0 && a <= 1.0, to!string(a));
*/
this.r = cast(ubyte) (r * 255);
this.g = cast(ubyte) (g * 255);
this.b = cast(ubyte) (b * 255);
this.a = cast(ubyte) (a * 255);
}
/++
Constructs a color from a [ColorF] (floating-point)
History:
Added December 20, 2023
+/
nothrow pure @nogc
this(const ColorF colorF) {
this.r = cast(ubyte) (colorF.r * 255);
this.g = cast(ubyte) (colorF.g * 255);
this.b = cast(ubyte) (colorF.b * 255);
this.a = cast(ubyte) (colorF.a * 255);
}
/// Static convenience functions for common color names
nothrow pure @nogc
static Color transparent() { return Color(0, 0, 0, 0); }
/// Ditto
nothrow pure @nogc
static Color white() { return Color(255, 255, 255); }
/// Ditto
nothrow pure @nogc
static Color gray() { return Color(128, 128, 128); }
/// Ditto
nothrow pure @nogc
static Color black() { return Color(0, 0, 0); }
/// Ditto
nothrow pure @nogc
static Color red() { return Color(255, 0, 0); }
/// Ditto
nothrow pure @nogc
static Color green() { return Color(0, 255, 0); }
/// Ditto
nothrow pure @nogc
static Color blue() { return Color(0, 0, 255); }
/// Ditto
nothrow pure @nogc
static Color yellow() { return Color(255, 255, 0); }
/// Ditto
nothrow pure @nogc
static Color teal() { return Color(0, 255, 255); }
/// Ditto
nothrow pure @nogc
static Color purple() { return Color(128, 0, 128); }
/// Ditto
nothrow pure @nogc
static Color magenta() { return Color(255, 0, 255); }
/// Ditto
nothrow pure @nogc
static Color brown() { return Color(128, 64, 0); }
nothrow pure @nogc
void premultiply() {
r = (r * a) / 255;
g = (g * a) / 255;
b = (b * a) / 255;
}
nothrow pure @nogc
void unPremultiply() {
r = cast(ubyte)(r * 255 / a);
g = cast(ubyte)(g * 255 / a);
b = cast(ubyte)(b * 255 / a);
}
/*
ubyte[4] toRgbaArray() {
return [r,g,b,a];
}
*/
/// Return black-and-white color
Color toBW() () nothrow pure @safe @nogc {
// FIXME: gamma?
int intens = clampToByte(cast(int)(0.2126*r+0.7152*g+0.0722*b));
return Color(intens, intens, intens, a);
}
/// Makes a string that matches CSS syntax for websites
string toCssString() const {
if(a == 255)
return "#" ~ toHexInternal(r) ~ toHexInternal(g) ~ toHexInternal(b);
else {
return "rgba("~toInternal!string(r)~", "~toInternal!string(g)~", "~toInternal!string(b)~", "~toInternal!string(cast(double)a / 255.0)~")";
}
}
/// Makes a hex string RRGGBBAA (aa only present if it is not 255)
string toString() const {
if(a == 255)
return toCssString()[1 .. $];
else
return toRgbaHexString();
}
/// returns RRGGBBAA, even if a== 255
string toRgbaHexString() const {
return toHexInternal(r) ~ toHexInternal(g) ~ toHexInternal(b) ~ toHexInternal(a);
}
/// Gets a color by name, iff the name is one of the static members listed above
static Color fromNameString(string s) {
Color c;
foreach(member; __traits(allMembers, Color)) {
static if(__traits(compiles, c = __traits(getMember, Color, member))) {
if(s == member)
return __traits(getMember, Color, member);
}
}
throw new Exception("Unknown color " ~ s);
}
/++
Reads a CSS style string to get the color. Understands #rrggbb, rgba(), hsl(), and rrggbbaa
History:
The short-form hex string parsing (`#fff`) was added on April 10, 2020. (v7.2.0)
+/
static Color fromString(scope const(char)[] s) {
s = s.stripInternal();
Color c;
c.a = 255;
// trying named colors via the static no-arg methods here
foreach(member; __traits(allMembers, Color)) {
static if(__traits(compiles, c = __traits(getMember, Color, member))) {
if(s == member)
return __traits(getMember, Color, member);
}
}
// try various notations borrowed from CSS (though a little extended)
// hsl(h,s,l,a) where h is degrees and s,l,a are 0 >= x <= 1.0
if(s.startsWithInternal("hsl(") || s.startsWithInternal("hsla(")) {
assert(s[$-1] == ')');
s = s[s.startsWithInternal("hsl(") ? 4 : 5 .. $ - 1]; // the closing paren
double[3] hsl;
ubyte a = 255;
s.splitInternal(',', (int i, scope const(char)[] part) {
if(i < 3)
hsl[i] = toInternal!double(part.stripInternal);
else
a = clampToByte(cast(int) (toInternal!double(part.stripInternal) * 255));
});
c = .fromHsl(hsl);
c.a = a;
return c;
}
// rgb(r,g,b,a) where r,g,b are 0-255 and a is 0-1.0
if(s.startsWithInternal("rgb(") || s.startsWithInternal("rgba(")) {
assert(s[$-1] == ')');
s = s[s.startsWithInternal("rgb(") ? 4 : 5 .. $ - 1]; // the closing paren
s.splitInternal(',', (int i, scope const(char)[] part) {
// lol the loop-switch pattern
auto v = toInternal!double(part.stripInternal);
switch(i) {
case 0: // red
c.r = clampToByte(cast(int) v);
break;
case 1:
c.g = clampToByte(cast(int) v);
break;
case 2:
c.b = clampToByte(cast(int) v);
break;
case 3:
c.a = clampToByte(cast(int) (v * 255));
break;
default: // ignore
}
});
return c;
}
// otherwise let's try it as a hex string, really loosely
if(s.length && s[0] == '#')
s = s[1 .. $];
// support short form #fff for example
if(s.length == 3 || s.length == 4) {
string n;
n.reserve(8);
foreach(ch; s) {
n ~= ch;
n ~= ch;
}
s = n;
}
// not a built in... do it as a hex string
if(s.length >= 2) {
c.r = fromHexInternal(s[0 .. 2]);
s = s[2 .. $];
}
if(s.length >= 2) {
c.g = fromHexInternal(s[0 .. 2]);
s = s[2 .. $];
}
if(s.length >= 2) {
c.b = fromHexInternal(s[0 .. 2]);
s = s[2 .. $];
}
if(s.length >= 2) {
c.a = fromHexInternal(s[0 .. 2]);
s = s[2 .. $];
}
return c;
}
/// from hsl
static Color fromHsl(double h, double s, double l) {
return .fromHsl(h, s, l);
}
// this is actually branch-less for ints on x86, and even for longs on x86_64
static ubyte clampToByte(T) (T n) pure nothrow @safe @nogc if (__traits(isIntegral, T)) {
static if (__VERSION__ > 2067) pragma(inline, true);
static if (T.sizeof == 2 || T.sizeof == 4) {
static if (__traits(isUnsigned, T)) {
return cast(ubyte)(n&0xff|(255-((-cast(int)(n < 256))>>24)));
} else {
n &= -cast(int)(n >= 0);
return cast(ubyte)(n|((255-cast(int)n)>>31));
}
} else static if (T.sizeof == 1) {
static assert(__traits(isUnsigned, T), "clampToByte: signed byte? no, really?");
return cast(ubyte)n;
} else static if (T.sizeof == 8) {
static if (__traits(isUnsigned, T)) {
return cast(ubyte)(n&0xff|(255-((-cast(long)(n < 256))>>56)));
} else {
n &= -cast(long)(n >= 0);
return cast(ubyte)(n|((255-cast(long)n)>>63));
}
} else {
static assert(false, "clampToByte: integer too big");
}
}
/** this mixin can be used to alphablend two `uint` colors;
* `colu32name` is variable that holds color to blend,
* `destu32name` is variable that holds "current" color (from surface, for example).
* alpha value of `destu32name` doesn't matter.
* alpha value of `colu32name` means: 255 for replace color, 0 for keep `destu32name`.
*
* WARNING! This function does blending in RGB space, and RGB space is not linear!
*/
public enum ColorBlendMixinStr(string colu32name, string destu32name) = "{
immutable uint a_tmp_ = (256-(255-(("~colu32name~")>>24)))&(-(1-(((255-(("~colu32name~")>>24))+1)>>8))); // to not lose bits, but 255 should become 0
immutable uint dc_tmp_ = ("~destu32name~")&0xffffff;
immutable uint srb_tmp_ = (("~colu32name~")&0xff00ff);
immutable uint sg_tmp_ = (("~colu32name~")&0x00ff00);
immutable uint drb_tmp_ = (dc_tmp_&0xff00ff);
immutable uint dg_tmp_ = (dc_tmp_&0x00ff00);
immutable uint orb_tmp_ = (drb_tmp_+(((srb_tmp_-drb_tmp_)*a_tmp_+0x800080)>>8))&0xff00ff;
immutable uint og_tmp_ = (dg_tmp_+(((sg_tmp_-dg_tmp_)*a_tmp_+0x008000)>>8))&0x00ff00;
("~destu32name~") = (orb_tmp_|og_tmp_)|0xff000000; /*&0xffffff;*/
}";
/// Perform alpha-blending of `fore` to this color, return new color.
/// WARNING! This function does blending in RGB space, and RGB space is not linear!
Color alphaBlend (Color fore) const pure nothrow @trusted @nogc {
version(LittleEndian) {
static if (__VERSION__ > 2067) pragma(inline, true);
Color res;
res.asUint = asUint;
mixin(ColorBlendMixinStr!("fore.asUint", "res.asUint"));
return res;
} else {
alias foreground = fore;
alias background = this;
foreach(idx, ref part; foreground.components)
part = cast(ubyte) (part * foreground.a / 255 + background.components[idx] * (255 - foreground.a) / 255);
return foreground;
}
}
}
/++
Represents an RGBA color in floating-point (from 0 to 1.0).
$(NOTE
Most of the time, you’ll probably want to use [Color] instead.
This primarily exists to provide a tested out-of-the-box solution
when utilizing APIs that work with FP colors.
Constructors and setters come with $(B `in`-contracts)
to assert one won’t run into out-of-range color values.
)
History:
Added December 20, 2023
+/
struct ColorF {
private float[4] _components;
@safe pure nothrow @nogc:
///
public this(const float[4] components)
in(isValidComponent(components[0]))
in(isValidComponent(components[1]))
in(isValidComponent(components[2]))
in(isValidComponent(components[3])) {
_components = components;
}
/// ditto
public this(float r, float g, float b, float a = 1.0f)
in(isValidComponent(r))
in(isValidComponent(g))
in(isValidComponent(b))
in(isValidComponent(a)) {
_components = [r, g, b, a];
}
/++
Constructs a FP color from an integer one
+/
public this(const Color integer) {
_components[] = integer.components[] / 255.0f;
}
///
float[4] components() inout { return _components; }
// component getters
float r() inout { return _components[0]; } /// red
float g() inout { return _components[1]; } /// green
float b() inout { return _components[2]; } /// blue
float a() inout { return _components[3]; } /// alpha
// component setters
void r(float v) in(isValidComponent(v)) { _components[0] = v; } /// red
void g(float v) in(isValidComponent(v)) { _components[1] = v; } /// green
void b(float v) in(isValidComponent(v)) { _components[2] = v; } /// blue
void a(float v) in(isValidComponent(v)) { _components[3] = v; } /// alpha
///
static bool isValidComponent(const float v) {
return (v >= 0.0f && v <= 1.0f);
}
}
/++
OKLab colorspace conversions to/from [Color]. See: [https://bottosson.github.io/posts/oklab/]
L = perceived lightness. From 0 to 1.0.
a = how green/red the color is. Apparently supposed to be from -.233887 to .276216
b = how blue/yellow the color is. Apparently supposed to be from -.311528 to 0.198570.
History:
Added December 1, 2022 (dub v10.10)
Bugs:
Seems to be some but i might just not understand what the result is supposed to be.
+/
struct Lab {
float L = 0.0;
float a = 0.0;
float b = 0.0;
float alpha = 1.0;
float C() const {
import core.stdc.math;
return sqrtf(a * a + b * b);
}
float h() const {
import core.stdc.math;
return atan2f(b, a);
}
/++
L's useful range is between 0 and 1.0
C's useful range is between 0 and 0.4
H can be 0 to 360 for degrees, or 0 to 2pi for radians.
+/
static Lab fromLChDegrees(float L, float C, float h, float alpha = 1.0) {
return fromLChRadians(L, C, h * 3.14159265358979323f / 180.0f, alpha);
}
/// ditto
static Lab fromLChRadians(float L, float C, float h, float alpha = 1.0) {
import core.stdc.math;
// if(C > 0.4) C = 0.4;
return Lab(L, C * cosf(h), C * sinf(h), alpha);
}
}
/// ditto
Lab toOklab(Color c) {
import core.stdc.math;
// this algorithm requires linear sRGB
float f(float w) {
w = srbgToLinear(w);
if(w < 0)
w = 0;
if(w > 1)
w = 1;
return w;
}
float r = f(cast(float) c.r / 255);
float g = f(cast(float) c.g / 255);
float b = f(cast(float) c.b / 255);
float l = 0.4122214708f * r + 0.5363325363f * g + 0.0514459929f * b;
float m = 0.2119034982f * r + 0.6806995451f * g + 0.1073969566f * b;
float s = 0.0883024619f * r + 0.2817188376f * g + 0.6299787005f * b;
float l_ = cbrtf(l);
float m_ = cbrtf(m);
float s_ = cbrtf(s);
return Lab(
0.2104542553f*l_ + 0.7936177850f*m_ - 0.0040720468f*s_,
1.9779984951f*l_ - 2.4285922050f*m_ + 0.4505937099f*s_,
0.0259040371f*l_ + 0.7827717662f*m_ - 0.8086757660f*s_,
cast(float) c.a / 255
);
}
/// ditto
Color fromOklab(Lab c) {
float l_ = c.L + 0.3963377774f * c.a + 0.2158037573f * c.b;
float m_ = c.L - 0.1055613458f * c.a - 0.0638541728f * c.b;
float s_ = c.L - 0.0894841775f * c.a - 1.2914855480f * c.b;
float l = l_*l_*l_;
float m = m_*m_*m_;
float s = s_*s_*s_;
float f(float w) {
w = linearToSrbg(w);
if(w < 0)
w = 0;
if(w > 1)
w = 1;
return w;
}
return Color(
f(+4.0767416621f * l - 3.3077115913f * m + 0.2309699292f * s),
f(-1.2684380046f * l + 2.6097574011f * m - 0.3413193965f * s),
f(-0.0041960863f * l - 0.7034186147f * m + 1.7076147010f * s),
c.alpha
);
}
// from https://bottosson.github.io/posts/colorwrong/#what-can-we-do%3F
float linearToSrbg(float x) { // aka f
import core.stdc.math;
if (x >= 0.0031308)
return (1.055) * powf(x, (1.0/2.4)) - 0.055;
else
return 12.92 * x;
}
float srbgToLinear(float x) { // aka f_inv
import core.stdc.math;
if (x >= 0.04045)
return powf((x + 0.055)/(1 + 0.055), 2.4);
else
return x / 12.92;
}
/+
float[3] colorToYCbCr(Color c) {
return matrixMultiply(
[
+0.2126, +0.7152, +0.0722,
-0.1146, -0.3854, +0.5000,
+0.5000, -0.4542, -0.0458
],
[float(c.r) / 255, float(c.g) / 255, float(c.b) / 255]
);
}
Color YCbCrToColor(float Y, float Cb, float Cr) {
/*
Y = Y * 255;
Cb = Cb * 255;
Cr = Cr * 255;
int r = cast(int) (Y + 1.40200 * (Cr - 0x80));
int g = cast(int) (Y - 0.34414 * (Cb - 0x80) - 0.71414 * (Cr - 0x80));
int b = cast(int) (Y + 1.77200 * (Cb - 0x80));
void clamp(ref int item, int min, int max) {
if(item < min) item = min;
if(item > max) item = max;
}
clamp(r, 0, 255);
clamp(g, 0, 255);
clamp(b, 0, 255);
return Color(r, g, b);
*/
float f(float w) {
if(w < 0 || w > 1)
return 0;
assert(w >= 0.0);
assert(w <= 1.0);
//w = linearToSrbg(w);
if(w < 0)
w = 0;
if(w > 1)
w = 1;
return w;
}
auto rgb = matrixMultiply(
[
1, +0.0000, +1.5748,
1, -0.1873, -0.4681,
1, +1.8556, +0.0000
],
[Y, Cb, Cr]
);
return Color(f(rgb[0]), f(rgb[1]), f(rgb[2]));
}
private float[3] matrixMultiply(float[9] matrix, float[3] vector) {
return [
matrix[0] * vector[0] + matrix[1] * vector[1] + matrix[2] * vector[2],
matrix[3] * vector[0] + matrix[4] * vector[1] + matrix[5] * vector[2],
matrix[6] * vector[0] + matrix[7] * vector[1] + matrix[8] * vector[2],
];
}
+/
void premultiplyBgra(ubyte[] bgra) pure @nogc @safe nothrow in { assert(bgra.length == 4); } do {
auto a = bgra[3];
bgra[2] = (bgra[2] * a) / 255;
bgra[1] = (bgra[1] * a) / 255;
bgra[0] = (bgra[0] * a) / 255;
}
void unPremultiplyRgba(ubyte[] rgba) pure @nogc @safe nothrow in { assert(rgba.length == 4); } do {
auto a = rgba[3];
if(a == 0)
return;
rgba[0] = cast(ubyte)(rgba[0] * 255 / a);
rgba[1] = cast(ubyte)(rgba[1] * 255 / a);
rgba[2] = cast(ubyte)(rgba[2] * 255 / a);
}
unittest {
Color c = Color.fromString("#fff");
assert(c == Color.white);
assert(c == Color.fromString("#ffffff"));
c = Color.fromString("#f0f");
assert(c == Color.fromString("rgb(255, 0, 255)"));
}
nothrow @safe
private string toHexInternal(ubyte b) {
string s;
if(b < 16)
s ~= '0';
else {
ubyte t = (b & 0xf0) >> 4;
if(t >= 10)
s ~= 'A' + t - 10;
else
s ~= '0' + t;
b &= 0x0f;
}
if(b >= 10)
s ~= 'A' + b - 10;
else
s ~= '0' + b;
return s;
}
nothrow @safe @nogc pure
private ubyte fromHexInternal(in char[] s) {
int result = 0;
int exp = 1;
//foreach(c; retro(s)) { // FIXME: retro doesn't work right in dtojs
foreach_reverse(c; s) {
if(c >= 'A' && c <= 'F')
result += exp * (c - 'A' + 10);
else if(c >= 'a' && c <= 'f')
result += exp * (c - 'a' + 10);
else if(c >= '0' && c <= '9')
result += exp * (c - '0');
else
// throw new Exception("invalid hex character: " ~ cast(char) c);
return 0;
exp *= 16;
}
return cast(ubyte) result;
}
/// Converts hsl to rgb
Color fromHsl(real[3] hsl) nothrow pure @safe @nogc {
return fromHsl(cast(double) hsl[0], cast(double) hsl[1], cast(double) hsl[2]);
}
Color fromHsl(double[3] hsl) nothrow pure @safe @nogc {
return fromHsl(hsl[0], hsl[1], hsl[2]);
}
/// Converts hsl to rgb
Color fromHsl(double h, double s, double l, double a = 255) nothrow pure @safe @nogc {
h = h % 360;
double C = (1 - absInternal(2 * l - 1)) * s;
double hPrime = h / 60;
double X = C * (1 - absInternal(hPrime % 2 - 1));
double r, g, b;
if(h is double.nan)
r = g = b = 0;
else if (hPrime >= 0 && hPrime < 1) {
r = C;
g = X;
b = 0;
} else if (hPrime >= 1 && hPrime < 2) {
r = X;
g = C;
b = 0;
} else if (hPrime >= 2 && hPrime < 3) {
r = 0;
g = C;
b = X;
} else if (hPrime >= 3 && hPrime < 4) {
r = 0;
g = X;
b = C;
} else if (hPrime >= 4 && hPrime < 5) {
r = X;
g = 0;
b = C;
} else if (hPrime >= 5 && hPrime < 6) {
r = C;
g = 0;
b = X;
}
double m = l - C / 2;
r += m;
g += m;
b += m;
return Color(
cast(int)(r * 255),
cast(int)(g * 255),
cast(int)(b * 255),
cast(int)(a));
}
/// Assumes the input `u` is already between 0 and 1 fyi.
nothrow pure @safe @nogc
double srgbToLinearRgb(double u) {
if(u < 0.4045)
return u / 12.92;
else
return pow((u + 0.055) / 1.055, 2.4);
// return ((u + 0.055) / 1.055) ^^ 2.4;
}
// could use the ^^ operator but that drags in some phobos. In this case, the import is
// actually insignificant, it doesn't really impact compile time, but it does complicate
// the dmd -v | grep std check to confirm i didn't miss any.
private extern(C) nothrow pure @safe @nogc double pow(double, double);
/// Converts an RGB color into an HSL triplet. useWeightedLightness will try to get a better value for luminosity for the human eye, which is more sensitive to green than red and more to red than blue. If it is false, it just does average of the rgb.
double[3] toHsl(Color c, bool useWeightedLightness = false) nothrow pure @trusted @nogc {
double r1 = cast(double) c.r / 255;
double g1 = cast(double) c.g / 255;
double b1 = cast(double) c.b / 255;
double maxColor = maxInternal(r1, g1, b1);
double minColor = minInternal(r1, g1, b1);
double L = (maxColor + minColor) / 2 ;
if(useWeightedLightness) {
// the colors don't affect the eye equally
// this is a little more accurate than plain HSL numbers
L = 0.2126*srgbToLinearRgb(r1) + 0.7152*srgbToLinearRgb(g1) + 0.0722*srgbToLinearRgb(b1);
// maybe a better number is 299, 587, 114
}
double S = 0;