OKHsv util

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minjaesong
2024-04-18 00:51:34 +09:00
parent 1ddc696e78
commit e2a87d0e14
6 changed files with 657 additions and 90 deletions

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@@ -1,6 +1,650 @@
package net.torvald.colourutil
import com.jme3.math.FastMath.*
import net.torvald.colourutil.OKHsvUtil.find_cusp
import net.torvald.colourutil.OKHsvUtil.get_Cs
import net.torvald.colourutil.OKHsvUtil.to_ST
import net.torvald.colourutil.OKHsvUtil.toe
import net.torvald.colourutil.OKHsvUtil.toe_inv
import kotlin.math.max
import kotlin.math.min
/**
* This file contains translated code originally written by Björn Ottosson.
*
* Copyright (c) 2021 Björn Ottosson
*
* Permission is hereby granted, free of charge, to any person obtaining a copy of
* this software and associated documentation files (the "Software"), to deal in
* the Software without restriction, including without limitation the rights to
* use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
* of the Software, and to permit persons to whom the Software is furnished to do
* so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
* Created by minjaesong on 2024-04-17.
*/
/**
* @param h Hue in Radians
* @param s Saturation `[0-1]`
* @param v Value `[0-1]`
*/
data class OKHsv(var h: Float, var s: Float, var v: Float)
data class OKHsl(var h: Float, var s: Float, var l: Float)
data class OKLab(var L: Float, var a: Float, var b: Float)
object OKHsvUtil {
internal data class LC(var L: Float, var C: Float)
internal data class ST(var S: Float, var T: Float)
internal data class Cs(var C_0: Float, var C_mid: Float, var C_max: Float)
private const val FLT_MAX = 1e+37f
private fun clamp(x: Float, min: Float, max: Float): Float {
if (x < min) return min
if (x > max) return max
return x
}
private fun sgn(x: Float): Float {
return (if (0f < x) 1f else 0f) - (if (x < 0f) 1f else 0f)
}
// Finds the maximum saturation possible for a given hue that fits in sRGB
// Saturation here is defined as S = C/L
// a and b must be normalized so a^2 + b^2 == 1
internal fun compute_max_saturation(a: Float, b: Float): Float {
// Max saturation will be when one of r, g or b goes below zero.
// Select different coefficients depending on which component goes below zero first
val k0: Float
val k1: Float
val k2: Float
val k3: Float
val k4: Float
val wl: Float
val wm: Float
val ws: Float
if (-1.88170328f * a - 0.80936493f * b > 1) {
// Red component
k0 = +1.19086277f
k1 = +1.76576728f
k2 = +0.59662641f
k3 = +0.75515197f
k4 = +0.56771245f
wl = +4.0767416621f
wm = -3.3077115913f
ws = +0.2309699292f
}
else if (1.81444104f * a - 1.19445276f * b > 1) {
// Green component
k0 = +0.73956515f
k1 = -0.45954404f
k2 = +0.08285427f
k3 = +0.12541070f
k4 = +0.14503204f
wl = -1.2684380046f
wm = +2.6097574011f
ws = -0.3413193965f
}
else {
// Blue component
k0 = +1.35733652f
k1 = -0.00915799f
k2 = -1.15130210f
k3 = -0.50559606f
k4 = +0.00692167f
wl = -0.0041960863f
wm = -0.7034186147f
ws = +1.7076147010f
}
// Approximate max saturation using a polynomial:
var S = k0 + k1 * a + k2 * b + k3 * a * a + k4 * a * b
// Do one step Halley's method to get closer
// this gives an error less than 10e6, except for some blue hues where the dS/dh is close to infinite
// this should be sufficient for most applications, otherwise do two/three steps
val k_l = +0.3963377774f * a + 0.2158037573f * b
val k_m = -0.1055613458f * a - 0.0638541728f * b
val k_s = -0.0894841775f * a - 1.2914855480f * b
run {
val l_ = 1f + S * k_l
val m_ = 1f + S * k_m
val s_ = 1f + S * k_s
val l = l_ * l_ * l_
val m = m_ * m_ * m_
val s = s_ * s_ * s_
val l_dS = 3f * k_l * l_ * l_
val m_dS = 3f * k_m * m_ * m_
val s_dS = 3f * k_s * s_ * s_
val l_dS2 = 6f * k_l * k_l * l_
val m_dS2 = 6f * k_m * k_m * m_
val s_dS2 = 6f * k_s * k_s * s_
val f = wl * l + wm * m + ws * s
val f1 = wl * l_dS + wm * m_dS + ws * s_dS
val f2 = wl * l_dS2 + wm * m_dS2 + ws * s_dS2
S = S - f * f1 / (f1 * f1 - 0.5f * f * f2)
}
return S
}
// finds L_cusp and C_cusp for a given hue
// a and b must be normalized so a^2 + b^2 == 1
internal fun find_cusp(a: Float, b: Float): LC {
// First, find the maximum saturation (saturation S = C/L)
val S_cusp = compute_max_saturation(a, b)
// Convert to linear sRGB to find the first point where at least one of r,g or b >= 1:
val rgb_at_max = OKLab(1f, S_cusp * a, S_cusp * b).toLinearRGB()
val L_cusp = cbrt(1f / max(max(rgb_at_max.r, rgb_at_max.g), rgb_at_max.b))
val C_cusp = L_cusp * S_cusp
return LC(L_cusp, C_cusp)
}
// Finds intersection of the line defined by
// L = L0 * (1 - t) + t * L1;
// C = t * C1;
// a and b must be normalized so a^2 + b^2 == 1
internal fun find_gamut_intersection(a: Float, b: Float, L1: Float, C1: Float, L0: Float, cusp: LC): Float {
// Find the intersection for upper and lower half seprately
var t: Float
if (((L1 - L0) * cusp.C - (cusp.L - L0) * C1) <= 0f) {
// Lower half
t = cusp.C * L0 / (C1 * cusp.L + cusp.C * (L0 - L1))
}
else {
// Upper half
// First intersect with triangle
t = cusp.C * (L0 - 1f) / (C1 * (cusp.L - 1f) + cusp.C * (L0 - L1))
// Then one step Halley's method
run {
val dL = L1 - L0
val dC = C1
val k_l = +0.3963377774f * a + 0.2158037573f * b
val k_m = -0.1055613458f * a - 0.0638541728f * b
val k_s = -0.0894841775f * a - 1.2914855480f * b
val l_dt = dL + dC * k_l
val m_dt = dL + dC * k_m
val s_dt = dL + dC * k_s
// If higher accuracy is required, 2 or 3 iterations of the following block can be used:
run {
val L = L0 * (1f - t) + t * L1
val C = t * C1
val l_ = L + C * k_l
val m_ = L + C * k_m
val s_ = L + C * k_s
val l = l_ * l_ * l_
val m = m_ * m_ * m_
val s = s_ * s_ * s_
val ldt = 3 * l_dt * l_ * l_
val mdt = 3 * m_dt * m_ * m_
val sdt = 3 * s_dt * s_ * s_
val ldt2 = 6 * l_dt * l_dt * l_
val mdt2 = 6 * m_dt * m_dt * m_
val sdt2 = 6 * s_dt * s_dt * s_
val r = 4.0767416621f * l - 3.3077115913f * m + 0.2309699292f * s - 1
val r1 = 4.0767416621f * ldt - 3.3077115913f * mdt + 0.2309699292f * sdt
val r2 = 4.0767416621f * ldt2 - 3.3077115913f * mdt2 + 0.2309699292f * sdt2
val u_r = r1 / (r1 * r1 - 0.5f * r * r2)
var t_r = -r * u_r
val g = -1.2684380046f * l + 2.6097574011f * m - 0.3413193965f * s - 1
val g1 = -1.2684380046f * ldt + 2.6097574011f * mdt - 0.3413193965f * sdt
val g2 = -1.2684380046f * ldt2 + 2.6097574011f * mdt2 - 0.3413193965f * sdt2
val u_g = g1 / (g1 * g1 - 0.5f * g * g2)
var t_g = -g * u_g
val b = -0.0041960863f * l - 0.7034186147f * m + 1.7076147010f * s - 1
val b1 = -0.0041960863f * ldt - 0.7034186147f * mdt + 1.7076147010f * sdt
val b2 = -0.0041960863f * ldt2 - 0.7034186147f * mdt2 + 1.7076147010f * sdt2
val u_b = b1 / (b1 * b1 - 0.5f * b * b2)
var t_b = -b * u_b
t_r = if (u_r >= 0f) t_r else FLT_MAX
t_g = if (u_g >= 0f) t_g else FLT_MAX
t_b = if (u_b >= 0f) t_b else FLT_MAX
t += min(t_r, min(t_g, t_b))
}
}
}
return t
}
internal fun find_gamut_intersection(a: Float, b: Float, L1: Float, C1: Float, L0: Float): Float {
// Find the cusp of the gamut triangle
val cusp: LC = find_cusp(a, b)
return find_gamut_intersection(a, b, L1, C1, L0, cusp)
}
internal fun gamut_clip_preserve_chroma(rgb: RGB): RGB {
if (rgb.r < 1 && rgb.g < 1 && rgb.b < 1 && rgb.r > 0 && rgb.g > 0 && rgb.b > 0) return rgb
val lab: OKLab = rgb.linearToOKLab()
val L: Float = lab.L
val eps = 0.00001f
val C: Float = max(eps, sqrt(lab.a * lab.a + lab.b * lab.b))
val a_: Float = lab.a / C
val b_: Float = lab.b / C
val L0 = clamp(L, 0f, 1f)
val t = find_gamut_intersection(a_, b_, L, C, L0)
val L_clipped = L0 * (1 - t) + t * L
val C_clipped = t * C
return OKLab(L_clipped, C_clipped * a_, C_clipped * b_).toLinearRGB()
}
internal fun gamut_clip_project_to_0_5(rgb: RGB): RGB {
if (rgb.r < 1 && rgb.g < 1 && rgb.b < 1 && rgb.r > 0 && rgb.g > 0 && rgb.b > 0) return rgb
val lab: OKLab = rgb.linearToOKLab()
val L: Float = lab.L
val eps = 0.00001f
val C: Float = max(eps, sqrt(lab.a * lab.a + lab.b * lab.b))
val a_: Float = lab.a / C
val b_: Float = lab.b / C
val L0 = 0.5.toFloat()
val t = find_gamut_intersection(a_, b_, L, C, L0)
val L_clipped = L0 * (1 - t) + t * L
val C_clipped = t * C
return OKLab(L_clipped, C_clipped * a_, C_clipped * b_).toLinearRGB()
}
internal fun gamut_clip_project_to_L_cusp(rgb: RGB): RGB {
if (rgb.r < 1 && rgb.g < 1 && rgb.b < 1 && rgb.r > 0 && rgb.g > 0 && rgb.b > 0) return rgb
val lab: OKLab = rgb.linearToOKLab()
val L: Float = lab.L
val eps = 0.00001f
val C: Float = max(eps, sqrt(lab.a * lab.a + lab.b * lab.b))
val a_: Float = lab.a / C
val b_: Float = lab.b / C
// The cusp is computed here and in find_gamut_intersection, an optimized solution would only compute it once.
val cusp: LC = find_cusp(a_, b_)
val L0: Float = cusp.L
val t = find_gamut_intersection(a_, b_, L, C, L0)
val L_clipped = L0 * (1 - t) + t * L
val C_clipped = t * C
return OKLab(L_clipped, C_clipped * a_, C_clipped * b_).toLinearRGB()
}
internal fun gamut_clip_adaptive_L0_0_5(rgb: RGB, alpha: Float): RGB /* alpha = 0.05f */ {
if (rgb.r < 1 && rgb.g < 1 && rgb.b < 1 && rgb.r > 0 && rgb.g > 0 && rgb.b > 0) return rgb
val lab: OKLab = rgb.linearToOKLab()
val L: Float = lab.L
val eps = 0.00001f
val C: Float = max(eps, sqrt(lab.a * lab.a + lab.b * lab.b))
val a_: Float = lab.a / C
val b_: Float = lab.b / C
val Ld = L - 0.5f
val e1: Float = 0.5f + abs(Ld) + alpha * C
val L0: Float = 0.5f * (1f + sgn(Ld) * (e1 - sqrt(e1 * e1 - 2f * abs(Ld))))
val t = find_gamut_intersection(a_, b_, L, C, L0)
val L_clipped = L0 * (1f - t) + t * L
val C_clipped = t * C
return OKLab(L_clipped, C_clipped * a_, C_clipped * b_).toLinearRGB()
}
internal fun gamut_clip_adaptive_L0_L_cusp(rgb: RGB, alpha: Float): RGB /* alpha = 0.05f */ {
if (rgb.r < 1 && rgb.g < 1 && rgb.b < 1 && rgb.r > 0 && rgb.g > 0 && rgb.b > 0) return rgb
val lab: OKLab = rgb.linearToOKLab()
val L: Float = lab.L
val eps = 0.00001f
val C: Float = max(eps, sqrt(lab.a * lab.a + lab.b * lab.b))
val a_: Float = lab.a / C
val b_: Float = lab.b / C
// The cusp is computed here and in find_gamut_intersection, an optimized solution would only compute it once.
val cusp: LC = find_cusp(a_, b_)
val Ld: Float = L - cusp.L
val k: Float = 2f * (if (Ld > 0) 1f - cusp.L else cusp.L)
val e1: Float = 0.5f * k + abs(Ld) + alpha * C / k
val L0: Float = cusp.L + 0.5f * (sgn(Ld) * (e1 - sqrt(e1 * e1 - 2f * k * abs(Ld))))
val t = find_gamut_intersection(a_, b_, L, C, L0)
val L_clipped = L0 * (1f - t) + t * L
val C_clipped = t * C
return OKLab(L_clipped, C_clipped * a_, C_clipped * b_).toLinearRGB()
}
internal fun toe(x: Float): Float {
val k_1 = 0.206f
val k_2 = 0.03f
val k_3 = (1f + k_1) / (1f + k_2)
return 0.5f * (k_3 * x - k_1 + sqrt((k_3 * x - k_1) * (k_3 * x - k_1) + 4 * k_2 * k_3 * x))
}
internal fun toe_inv(x: Float): Float {
val k_1 = 0.206f
val k_2 = 0.03f
val k_3 = (1f + k_1) / (1f + k_2)
return (x * x + k_1 * x) / (k_3 * (x + k_2))
}
internal fun to_ST(cusp: OKHsvUtil.LC): ST {
val L: Float = cusp.L
val C: Float = cusp.C
return ST(C / L, C / (1 - L))
}
// Returns a smooth approximation of the location of the cusp
// This polynomial was created by an optimization process
// It has been designed so that S_mid < S_max and T_mid < T_max
internal fun get_ST_mid(a_: Float, b_: Float): ST {
val S =
0.11516993f + 1f / (+7.44778970f + 4.15901240f * b_ + a_ * (-2.19557347f + 1.75198401f * b_ + a_ * (-2.13704948f - 10.02301043f * b_
+ a_ * (-4.24894561f + 5.38770819f * b_ + 4.69891013f * a_
)))
)
val T = 0.11239642f + 1f / (+1.61320320f - 0.68124379f * b_
+ a_ * (+0.40370612f + 0.90148123f * b_ + a_ * (-0.27087943f + 0.61223990f * b_ + a_ * (+0.00299215f - 0.45399568f * b_ - 0.14661872f * a_
))))
return ST(S, T)
}
internal fun get_Cs(L: Float, a_: Float, b_: Float): Cs {
val cusp: LC = find_cusp(a_, b_)
val C_max = find_gamut_intersection(a_, b_, L, 1f, L, cusp)
val ST_max: ST = to_ST(cusp)
// Scale factor to compensate for the curved part of gamut shape:
val k: Float = C_max / min((L * ST_max.S), (1 - L) * ST_max.T)
var C_mid: Float
run {
val ST_mid: ST = get_ST_mid(a_, b_)
// Use a soft minimum function, instead of a sharp triangle shape to get a smooth value for chroma.
val C_a: Float = L * ST_mid.S
val C_b: Float = (1f - L) * ST_mid.T
C_mid = 0.9f * k * sqrt(sqrt(1f / (1f / (C_a * C_a * C_a * C_a) + 1f / (C_b * C_b * C_b * C_b))))
}
var C_0: Float
run {
// for C_0, the shape is independent of hue, so ST are constant. Values picked to roughly be the average values of ST.
val C_a = L * 0.4f
val C_b = (1f - L) * 0.8f
// Use a soft minimum function, instead of a sharp triangle shape to get a smooth value for chroma.
C_0 = sqrt(1f / (1f / (C_a * C_a) + 1f / (C_b * C_b)))
}
return Cs(C_0, C_mid, C_max)
}
}
fun RGB.linearToOKLab(): OKLab {
val l = 0.4122214708f * this.r + 0.5363325363f * this.g + 0.0514459929f * this.b
val m = 0.2119034982f * this.r + 0.6806995451f * this.g + 0.1073969566f * this.b
val s = 0.0883024619f * this.r + 0.2817188376f * this.g + 0.6299787005f * this.b
val l_ = cbrt(l)
val m_ = cbrt(m)
val s_ = cbrt(s)
return OKLab(
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_
)
}
fun OKLab.toLinearRGB(): RGB {
val l_: Float = this.L + 0.3963377774f * this.a + 0.2158037573f * this.b
val m_: Float = this.L - 0.1055613458f * this.a - 0.0638541728f * this.b
val s_: Float = this.L - 0.0894841775f * this.a - 1.2914855480f * this.b
val l = l_ * l_ * l_
val m = m_ * m_ * m_
val s = s_ * s_ * s_
return RGB(
+4.0767416621f * l - 3.3077115913f * m + 0.2309699292f * s,
-1.2684380046f * l + 2.6097574011f * m - 0.3413193965f * s,
-0.0041960863f * l - 0.7034186147f * m + 1.7076147010f * s
)
}
fun OKHsl.tosRGB(): RGB {
val h: Float = this.h
val s: Float = this.s
val l: Float = this.l
if (l == 1.0f) {
return RGB(1f, 1f, 1f)
}
else if (l == 0f) {
return RGB(0f, 0f, 0f)
}
val a_: Float = cos(h)
val b_: Float = sin(h)
val L = toe_inv(l)
val cs: OKHsvUtil.Cs = get_Cs(L, a_, b_)
val C_0: Float = cs.C_0
val C_mid: Float = cs.C_mid
val C_max: Float = cs.C_max
val mid = 0.8f
val mid_inv = 1.25f
val C: Float
val t: Float
val k_0: Float
val k_1: Float
val k_2: Float
if (s < mid) {
t = mid_inv * s
k_1 = mid * C_0
k_2 = (1f - k_1 / C_mid)
C = t * k_1 / (1f - k_2 * t)
}
else {
t = (s - mid) / (1 - mid)
k_0 = C_mid
k_1 = (1f - mid) * C_mid * C_mid * mid_inv * mid_inv / C_0
k_2 = (1f - (k_1) / (C_max - C_mid))
C = k_0 + t * k_1 / (1f - k_2 * t)
}
val rgb = OKLab(L, C * a_, C * b_).toLinearRGB()
return rgb.unLinearise()
}
fun RGB.sRGBtoOKHsl(): OKHsl {
val lab: OKLab = this.linearise().linearToOKLab()
val C: Float = sqrt(lab.a * lab.a + lab.b * lab.b)
val a_: Float = lab.a / C
val b_: Float = lab.b / C
val L: Float = lab.L
val h: Float = 0.5f + 0.5f * atan2(-lab.b, -lab.a) / PI
val cs: OKHsvUtil.Cs = get_Cs(L, a_, b_)
val C_0: Float = cs.C_0
val C_mid: Float = cs.C_mid
val C_max: Float = cs.C_max
// Inverse of the interpolation in okhsl_to_srgb:
val mid = 0.8f
val mid_inv = 1.25f
val s: Float
if (C < C_mid) {
val k_1 = mid * C_0
val k_2 = (1f - k_1 / C_mid)
val t = C / (k_1 + k_2 * C)
s = t * mid
}
else {
val k_0 = C_mid
val k_1 = (1f - mid) * C_mid * C_mid * mid_inv * mid_inv / C_0
val k_2 = (1f - (k_1) / (C_max - C_mid))
val t = (C - k_0) / (k_1 + k_2 * (C - k_0))
s = mid + (1f - mid) * t
}
val l = toe(L)
return OKHsl(h, s, l)
}
fun OKHsv.tosRGB(): RGB {
val h = this.h
val s = this.s
val v = this.v
val a_: Float = cos(h)
val b_: Float = sin(h)
val cusp: OKHsvUtil.LC = find_cusp(a_, b_)
val ST_max: OKHsvUtil.ST = to_ST(cusp)
val S_max: Float = ST_max.S
val T_max: Float = ST_max.T
val S_0 = 0.5f
val k = 1 - S_0 / S_max
// first we compute L and V as if the gamut is a perfect triangle:
// L, C when v==1:
val L_v = 1 - s * S_0 / (S_0 + T_max - T_max * k * s)
val C_v = s * T_max * S_0 / (S_0 + T_max - T_max * k * s)
var L = v * L_v
var C = v * C_v
// then we compensate for both toe and the curved top part of the triangle:
val L_vt = toe_inv(L_v)
val C_vt = C_v * L_vt / L_v
val L_new = toe_inv(L)
C = C * L_new / L
L = L_new
val rgb_scale = OKLab(L_vt, a_ * C_vt, b_ * C_vt).toLinearRGB()
val scale_L = cbrt(1f / max(max(rgb_scale.r, rgb_scale.g), max(rgb_scale.b, 0f)))
L = L * scale_L
C = C * scale_L
val rgb = OKLab(L, C * a_, C * b_).toLinearRGB()
return rgb.unLinearise()
}
fun RGB.sRGBtoOKHsv(): OKHsv {
val lab: OKLab = this.linearise().linearToOKLab()
var C: Float = sqrt(lab.a * lab.a + lab.b * lab.b)
val a_: Float = lab.a / C
val b_: Float = lab.b / C
var L: Float = lab.L
val h: Float = 0.5f + 0.5f * atan2(-lab.b, -lab.a) / PI
val cusp: OKHsvUtil.LC = find_cusp(a_, b_)
val ST_max: OKHsvUtil.ST = to_ST(cusp)
val S_max: Float = ST_max.S
val T_max: Float = ST_max.T
val S_0 = 0.5f
val k = 1 - S_0 / S_max
// first we find L_v, C_v, L_vt and C_vt
val t = T_max / (C + L * T_max)
val L_v = t * L
val C_v = t * C
val L_vt = toe_inv(L_v)
val C_vt = C_v * L_vt / L_v
// we can then use these to invert the step that compensates for the toe and the curved top part of the triangle:
val rgb_scale = OKLab(L_vt, a_ * C_vt, b_ * C_vt).toLinearRGB()
val scale_L = cbrt(1f / max(max(rgb_scale.r, rgb_scale.g), max(rgb_scale.b, 0f)))
L = L / scale_L
C = C / scale_L
C = C * toe(L) / L
L = toe(L)
// we can now compute v and s:
val v = L / L_v
val s = (S_0 + T_max) * C_v / ((T_max * S_0) + T_max * k * C_v)
return OKHsv(h, s, v)
}

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@@ -1,81 +0,0 @@
package net.torvald.colourutil
import kotlin.math.atan2
import kotlin.math.pow
/**
* OKLab is a colour space devised by Björn Ottosson. https://bottosson.github.io/posts/oklab/
*
* Created by minjaesong on 2022-12-02.
*/
object OKLabUtil {
}
/**
* @param L Luminosity. Scale depends on the scale of the conversion (if source Lab had 0..100, this value will also be 0..100).
* @param C Chrominance. Scale depends on the scale of the conversion.
* @param h Hue in RADIANS (-pi..pi).
*/
data class OKLCh(var L: Float = 0f, val C: Float = 0f, val h: Float = 0f, val alpha: Float = 1f)
data class OKLab(var L: Float = 0f, val a: Float = 0f, val b: Float = 0f, val alpha: Float = 1f) {
fun toOKLCh(): OKLCh {
val c = (a*a + b*b).pow(0.5f)
val h = atan2(a, b)
return OKLCh(L, c, h, alpha)
}
fun toSRGB(): RGB {
val l_ = L + 0.3963377774f * a + 0.2158037573f * b
val m_ = L - 0.1055613458f * a - 0.0638541728f * b
val s_ = L - 0.0894841775f * a - 1.2914855480f * b
val l = l_ * l_ * l_
val m = m_ * m_ * m_
val s = s_ * s_ * s_
val lrgb = RGB(
+4.0767416621f * l - 3.3077115913f * m + 0.2309699292f * s
-1.2684380046f * l + 2.6097574011f * m - 0.3413193965f * s
-0.0041960863f * l - 0.7034186147f * m + 1.7076147010f * s,
alpha
)
return lrgb.unLinearise()
}
}
fun CIEXYZ.toOKLab(): OKLab {
val l = (0.8189330101f * this.X + 0.3618667424f * this.Y - 0.1288597137f * this.Z).pow(0.333333333333f)
val m = (0.0329845436f * this.X + 0.9293118715f * this.Y + 0.0361456387f * this.Z).pow(0.333333333333f)
val s = (0.0482003018f * this.X + 0.2643662691f * this.Y + 0.6338517070f * this.Z).pow(0.333333333333f)
val L = 0.2104542553f*l + 0.7936177850f*m - 0.0040720468f*s
val a = 1.9779984951f*l - 2.4285922050f*m + 0.4505937099f*s
val b = 0.0259040371f*l + 0.7827717662f*m - 0.8086757660f*s
return OKLab(L, a, b, alpha)
}
fun RGB.toOKLab(): OKLab {
val c = this.linearise()
val l = 0.4122214708f * c.r + 0.5363325363f * c.g + 0.0514459929f * c.b
val m = 0.2119034982f * c.r + 0.6806995451f * c.g + 0.1073969566f * c.b
val s = 0.0883024619f * c.r + 0.2817188376f * c.g + 0.6299787005f * c.b
val l_ = l.pow(0.3333333333333f)
val m_ = m.pow(0.3333333333333f)
val s_ = s.pow(0.3333333333333f)
val L = 0.2104542553f * l_ + 0.7936177850f * m_ - 0.0040720468f * s_
val a = 1.9779984951f * l_ - 2.4285922050f * m_ + 0.4505937099f * s_
val b = 0.0259040371f * l_ + 0.7827717662f * m_ - 0.8086757660f * s_
return OKLab(L, a, b, c.alpha)
}

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@@ -2,7 +2,11 @@ package net.torvald.terrarum.modulebasegame.gameactors
import com.badlogic.gdx.graphics.Color
import com.jme3.math.FastMath
import com.jme3.math.FastMath.DEG_TO_RAD
import net.torvald.colourutil.HUSLColorConverter
import net.torvald.colourutil.OKHsv
import net.torvald.colourutil.toColor
import net.torvald.colourutil.tosRGB
import net.torvald.random.HQRNG
import net.torvald.terrarum.App
import net.torvald.terrarum.App.printdbg
@@ -202,11 +206,10 @@ object ParticleMusicalNoteFactory {
private const val ANGLE_RIGHTMOST = -(HALF_PI + 1.0)
private val noteColours = (0..60).map {
val hue = it / 60f * 270f
val saturation = 100f
val lightness = 70f
val (r, g, b) = HUSLColorConverter.hsluvToRgb(floatArrayOf(hue, saturation, lightness))
Color(r, g, b, 1f)
val h = (it / 60f * 360f) * DEG_TO_RAD
val s = 0.75f
val v = 1f
OKHsv(h, s, v).tosRGB().toColor()
}
private val angles = (0..60).map {

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@@ -6,14 +6,10 @@ import com.badlogic.gdx.graphics.Pixmap
import com.badlogic.gdx.graphics.Texture
import com.badlogic.gdx.graphics.g2d.TextureRegion
import net.torvald.colourutil.HUSLColorConverter
import net.torvald.colourutil.OKLCh
import net.torvald.random.HQRNG
import net.torvald.random.XXHash32
import net.torvald.random.XXHash64
import net.torvald.terrarum.App.printdbg
import net.torvald.terrarum.ModMgr
import net.torvald.terrarum.gameitems.ItemID
import net.torvald.terrarum.savegame.toHex
import net.torvald.terrarum.utils.JsonFetcher
import net.torvald.terrarum.worlddrawer.toRGBA
import net.torvald.unicode.EMDASH