Merge pull request #197 from Frassle/color

Colorspace conversion functions.
This commit is contained in:
thefiddler 2014-11-13 11:38:51 +01:00
commit 6deec73fc9

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@ -914,6 +914,521 @@ namespace OpenTK.Graphics
#endregion
#region Color conversions
#region sRGB
/// <summary>
/// Converts sRGB color values to RGB color values.
/// </summary>
/// <returns>
/// Returns the converted color value.
/// </returns>
/// <param name="srgb">
/// Color value to convert in sRGB.
/// </param>
public static Color4 FromSrgb(Color4 srgb)
{
float r, g, b;
if (srgb.R <= 0.04045f)
{
r = srgb.R / 12.92f;
}
else
{
r = (float)Math.Pow((srgb.R + 0.055f) / (1.0f + 0.055f), 2.4f);
}
if (srgb.G <= 0.04045f)
{
g = srgb.G / 12.92f;
}
else
{
g = (float)Math.Pow((srgb.G + 0.055f) / (1.0f + 0.055f), 2.4f);
}
if (srgb.B <= 0.04045f)
{
b = srgb.B / 12.92f;
}
else
{
b = (float)Math.Pow((srgb.B + 0.055f) / (1.0f + 0.055f), 2.4f);
}
return new Color4(r, g, b, srgb.A);
}
/// <summary>
/// Converts RGB color values to sRGB color values.
/// </summary>
/// <returns>
/// Returns the converted color value.
/// </returns>
/// <param name="rgb">Color value to convert.</param>
public static Color4 ToSrgb(Color4 rgb)
{
float r, g, b;
if (rgb.R <= 0.0031308)
{
r = 12.92f * rgb.R;
}
else
{
r = (1.0f + 0.055f) * (float)Math.Pow(rgb.R, 1.0f / 2.4f) - 0.055f;
}
if (rgb.G <= 0.0031308)
{
g = 12.92f * rgb.G;
}
else
{
g = (1.0f + 0.055f) * (float)Math.Pow(rgb.G, 1.0f / 2.4f) - 0.055f;
}
if (rgb.B <= 0.0031308)
{
b = 12.92f * rgb.B;
}
else
{
b = (1.0f + 0.055f) * (float)Math.Pow(rgb.B, 1.0f / 2.4f) - 0.055f;
}
return new Color4(r, g, b, rgb.A);
}
#endregion
#region HSL
/// <summary>
/// Converts HSL color values to RGB color values.
/// </summary>
/// <returns>
/// Returns the converted color value.
/// </returns>
/// <param name="hsl">
/// Color value to convert in hue, saturation, lightness (HSL).
/// The X element is Hue (H), the Y element is Saturation (S), the Z element is Lightness (L), and the W element is Alpha (which is copied to the output's Alpha value).
/// Each has a range of 0.0 to 1.0.
/// </param>
public static Color4 FromHsl(Vector4 hsl)
{
var hue = hsl.X * 360.0f;
var saturation = hsl.Y;
var lightness = hsl.Z;
var C = (1.0f - Math.Abs(2.0f * lightness - 1.0f)) * saturation;
var h = hue / 60.0f;
var X = C * (1.0f - Math.Abs(h % 2.0f - 1.0f));
float r, g, b;
if (0.0f <= h && h < 1.0f)
{
r = C;
g = X;
b = 0.0f;
}
else if (1.0f <= h && h < 2.0f)
{
r = X;
g = C;
b = 0.0f;
}
else if (2.0f <= h && h < 3.0f)
{
r = 0.0f;
g = C;
b = X;
}
else if (3.0f <= h && h < 4.0f)
{
r = 0.0f;
g = X;
b = C;
}
else if (4.0f <= h && h < 5.0f)
{
r = X;
g = 0.0f;
b = C;
}
else if (5.0f <= h && h < 6.0f)
{
r = C;
g = 0.0f;
b = X;
}
else
{
r = 0.0f;
g = 0.0f;
b = 0.0f;
}
var m = lightness - (C / 2.0f);
return new Color4(r + m, g + m, b + m, hsl.W);
}
/// <summary>
/// Converts RGB color values to HSL color values.
/// </summary>
/// <returns>
/// Returns the converted color value.
/// The X element is Hue (H), the Y element is Saturation (S), the Z element is Lightness (L), and the W element is Alpha (a copy of the input's Alpha value).
/// Each has a range of 0.0 to 1.0.
/// </returns>
/// <param name="rgb">Color value to convert.</param>
public static Vector4 ToHsl(Color4 rgb)
{
var M = Math.Max(rgb.R, Math.Max(rgb.G, rgb.B));
var m = Math.Min(rgb.R, Math.Min(rgb.G, rgb.B));
var C = M - m;
float h = 0.0f;
if (M == rgb.R)
{
h = ((rgb.G - rgb.B) / C);
}
else if (M == rgb.G)
{
h = ((rgb.B - rgb.R) / C) + 2.0f;
}
else if (M == rgb.B)
{
h = ((rgb.R - rgb.G) / C) + 4.0f;
}
var hue = h / 6.0f;
if (hue < 0.0f)
{
hue += 1.0f;
}
var lightness = (M + m) / 2.0f;
var saturation = 0.0f;
if (0.0f != lightness && lightness != 1.0f)
{
saturation = C / (1.0f - Math.Abs(2.0f * lightness - 1.0f));
}
return new Vector4(hue, saturation, lightness, rgb.A);
}
#endregion
#region HSV
/// <summary>
/// Converts HSV color values to RGB color values.
/// </summary>
/// <returns>
/// Returns the converted color value.
/// </returns>
/// <param name="hsv">
/// Color value to convert in hue, saturation, value (HSV).
/// The X element is Hue (H), the Y element is Saturation (S), the Z element is Value (V), and the W element is Alpha (which is copied to the output's Alpha value).
/// Each has a range of 0.0 to 1.0.
/// </param>
public static Color4 FromHsv(Vector4 hsv)
{
var hue = hsv.X * 360.0f;
var saturation = hsv.Y;
var value = hsv.Z;
var C = value * saturation;
var h = hue / 60.0f;
var X = C * (1.0f - Math.Abs(h % 2.0f - 1.0f));
float r, g, b;
if (0.0f <= h && h < 1.0f)
{
r = C;
g = X;
b = 0.0f;
}
else if (1.0f <= h && h < 2.0f)
{
r = X;
g = C;
b = 0.0f;
}
else if (2.0f <= h && h < 3.0f)
{
r = 0.0f;
g = C;
b = X;
}
else if (3.0f <= h && h < 4.0f)
{
r = 0.0f;
g = X;
b = C;
}
else if (4.0f <= h && h < 5.0f)
{
r = X;
g = 0.0f;
b = C;
}
else if (5.0f <= h && h < 6.0f)
{
r = C;
g = 0.0f;
b = X;
}
else
{
r = 0.0f;
g = 0.0f;
b = 0.0f;
}
var m = value - C;
return new Color4(r + m, g + m, b + m, hsv.W);
}
/// <summary>
/// Converts RGB color values to HSV color values.
/// </summary>
/// <returns>
/// Returns the converted color value.
/// The X element is Hue (H), the Y element is Saturation (S), the Z element is Value (V), and the W element is Alpha (a copy of the input's Alpha value).
/// Each has a range of 0.0 to 1.0.
/// </returns>
/// <param name="rgb">Color value to convert.</param>
public static Vector4 ToHsv(Color4 rgb)
{
var M = Math.Max(rgb.R, Math.Max(rgb.G, rgb.B));
var m = Math.Min(rgb.R, Math.Min(rgb.G, rgb.B));
var C = M - m;
float h = 0.0f;
if (M == rgb.R)
{
h = ((rgb.G - rgb.B) / C) % 6.0f;
}
else if (M == rgb.G)
{
h = ((rgb.B - rgb.R) / C) + 2.0f;
}
else if (M == rgb.B)
{
h = ((rgb.R - rgb.G) / C) + 4.0f;
}
var hue = (h * 60.0f) / 360.0f;
var saturation = 0.0f;
if (0.0f != M)
{
saturation = C / M;
}
return new Vector4(hue, saturation, M, rgb.A);
}
#endregion
#region XYZ
/// <summary>
/// Converts XYZ color values to RGB color values.
/// </summary>
/// <returns>
/// Returns the converted color value.
/// </returns>
/// <param name="xyz">
/// Color value to convert with the trisimulus values of X, Y, and Z in the corresponding element, and the W element with Alpha (which is copied to the output's Alpha value).
/// Each has a range of 0.0 to 1.0.
/// </param>
/// <remarks>Uses the CIE XYZ colorspace.</remarks>
public static Color4 FromXyz(Vector4 xyz)
{
var r = 0.41847f * xyz.X + -0.15866f * xyz.Y + -0.082835f * xyz.Z;
var g = -0.091169f * xyz.X + 0.25243f * xyz.Y + 0.015708f * xyz.Z;
var b = 0.00092090f * xyz.X + -0.0025498f * xyz.Y + 0.17860f * xyz.Z;
return new Color4(r, g, b, xyz.W);
}
/// <summary>
/// Converts RGB color values to XYZ color values.
/// </summary>
/// <returns>
/// Returns the converted color value with the trisimulus values of X, Y, and Z in the corresponding element, and the W element with Alpha (a copy of the input's Alpha value).
/// Each has a range of 0.0 to 1.0.
/// </returns>
/// <param name="rgb">Color value to convert.</param>
/// <remarks>Uses the CIE XYZ colorspace.</remarks>
public static Vector4 ToXyz(Color4 rgb)
{
var x = (0.49f * rgb.R + 0.31f * rgb.G + 0.20f * rgb.B) / 0.17697f;
var y = (0.17697f * rgb.R + 0.81240f * rgb.G + 0.01063f * rgb.B) / 0.17697f;
var z = (0.00f * rgb.R + 0.01f * rgb.G + 0.99f * rgb.B) / 0.17697f;
return new Vector4(x, y, z, rgb.A);
}
#endregion
#region YUV
/// <summary>
/// Converts YCbCr color values to RGB color values.
/// </summary>
/// <returns>
/// Returns the converted color value.
/// </returns>
/// <param name="ycbcr">
/// Color value to convert in Luma-Chrominance (YCbCr) aka YUV.
/// The X element contains Luma (Y, 0.0 to 1.0), the Y element contains Blue-difference chroma (U, -0.5 to 0.5), the Z element contains the Red-difference chroma (V, -0.5 to 0.5), and the W element contains the Alpha (which is copied to the output's Alpha value).
/// </param>
/// <remarks>Converts using ITU-R BT.601/CCIR 601 W(r) = 0.299 W(b) = 0.114 U(max) = 0.436 V(max) = 0.615.</remarks>
public static Color4 FromYcbcr(Vector4 ycbcr)
{
var r = 1.0f * ycbcr.X + 0.0f * ycbcr.Y + 1.402f * ycbcr.Z;
var g = 1.0f * ycbcr.X + -0.344136f * ycbcr.Y + -0.714136f * ycbcr.Z;
var b = 1.0f * ycbcr.X + 1.772f * ycbcr.Y + 0.0f * ycbcr.Z;
return new Color4(r, g, b, ycbcr.W);
}
/// <summary>
/// Converts RGB color values to YUV color values.
/// </summary>
/// <returns>
/// Returns the converted color value in Luma-Chrominance (YCbCr) aka YUV.
/// The X element contains Luma (Y, 0.0 to 1.0), the Y element contains Blue-difference chroma (U, -0.5 to 0.5), the Z element contains the Red-difference chroma (V, -0.5 to 0.5), and the W element contains the Alpha (a copy of the input's Alpha value).
/// Each has a range of 0.0 to 1.0.
/// </returns>
/// <param name="rgb">Color value to convert.</param>
/// <remarks>Converts using ITU-R BT.601/CCIR 601 W(r) = 0.299 W(b) = 0.114 U(max) = 0.436 V(max) = 0.615.</remarks>
public static Vector4 ToYcbcr(Color4 rgb)
{
var y = 0.299f * rgb.R + 0.587f * rgb.G + 0.114f * rgb.B;
var u = -0.168736f * rgb.R + -0.331264f * rgb.G + 0.5f * rgb.B;
var v = 0.5f * rgb.R + -0.418688f * rgb.G + -0.081312f * rgb.B;
return new Vector4(y, u, v, rgb.A);
}
#endregion
#region HCY
/// <summary>
/// Converts HCY color values to RGB color values.
/// </summary>
/// <returns>
/// Returns the converted color value.
/// </returns>
/// <param name="hcy">
/// Color value to convert in hue, chroma, luminance (HCY).
/// The X element is Hue (H), the Y element is Chroma (C), the Z element is luminance (Y), and the W element is Alpha (which is copied to the output's Alpha value).
/// Each has a range of 0.0 to 1.0.
/// </param>
public static Color4 FromHcy(Vector4 hcy)
{
var hue = hcy.X * 360.0f;
var C = hcy.Y;
var luminance = hcy.Z;
var h = hue / 60.0f;
var X = C * (1.0f - Math.Abs(h % 2.0f - 1.0f));
float r, g, b;
if (0.0f <= h && h < 1.0f)
{
r = C;
g = X;
b = 0.0f;
}
else if (1.0f <= h && h < 2.0f)
{
r = X;
g = C;
b = 0.0f;
}
else if (2.0f <= h && h < 3.0f)
{
r = 0.0f;
g = C;
b = X;
}
else if (3.0f <= h && h < 4.0f)
{
r = 0.0f;
g = X;
b = C;
}
else if (4.0f <= h && h < 5.0f)
{
r = X;
g = 0.0f;
b = C;
}
else if (5.0f <= h && h < 6.0f)
{
r = C;
g = 0.0f;
b = X;
}
else
{
r = 0.0f;
g = 0.0f;
b = 0.0f;
}
var m = luminance - (0.30f * r + 0.59f * g + 0.11f * b);
return new Color4(r + m, g + m, b + m, hcy.W);
}
/// <summary>
/// Converts RGB color values to HCY color values.
/// </summary>
/// <returns>
/// Returns the converted color value.
/// The X element is Hue (H), the Y element is Chroma (C), the Z element is luminance (Y), and the W element is Alpha (a copy of the input's Alpha value).
/// Each has a range of 0.0 to 1.0.
/// </returns>
/// <param name="rgb">Color value to convert.</param>
public static Vector4 ToHcy(Color4 rgb)
{
var M = Math.Max(rgb.R, Math.Max(rgb.G, rgb.B));
var m = Math.Min(rgb.R, Math.Min(rgb.G, rgb.B));
var C = M - m;
float h = 0.0f;
if (M == rgb.R)
{
h = ((rgb.G - rgb.B) / C) % 6.0f;
}
else if (M == rgb.G)
{
h = ((rgb.B - rgb.R) / C) + 2.0f;
}
else if (M == rgb.B)
{
h = ((rgb.R - rgb.G) / C) + 4.0f;
}
var hue = (h * 60.0f) / 360.0f;
var luminance = 0.30f * rgb.R + 0.59f * rgb.G + 0.11f * rgb.B;
return new Vector4(hue, C, luminance, rgb.A);
}
#endregion
#endregion
#region IEquatable<Color4> Members
/// <summary>