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OKHsv util
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@@ -597,6 +597,10 @@ final public class FastMath {
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return (float) Math.sqrt(fValue);
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}
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public static float cbrt(float fValue) {
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return (float) Math.cbrt(fValue);
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}
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/**
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* Returns the tangent of a value. If USE_FAST_TRIG is enabled, an approximate value
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* is returned. Otherwise, a direct value is used.
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@@ -1,6 +1,650 @@
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package net.torvald.colourutil
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import com.jme3.math.FastMath.*
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import net.torvald.colourutil.OKHsvUtil.find_cusp
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import net.torvald.colourutil.OKHsvUtil.get_Cs
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import net.torvald.colourutil.OKHsvUtil.to_ST
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import net.torvald.colourutil.OKHsvUtil.toe
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import net.torvald.colourutil.OKHsvUtil.toe_inv
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import kotlin.math.max
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import kotlin.math.min
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/**
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* This file contains translated code originally written by Björn Ottosson.
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*
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* Copyright (c) 2021 Björn Ottosson
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy of
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* this software and associated documentation files (the "Software"), to deal in
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* the Software without restriction, including without limitation the rights to
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* use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
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* of the Software, and to permit persons to whom the Software is furnished to do
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* so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*
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* Created by minjaesong on 2024-04-17.
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*/
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/**
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* @param h Hue in Radians
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* @param s Saturation `[0-1]`
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* @param v Value `[0-1]`
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*/
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data class OKHsv(var h: Float, var s: Float, var v: Float)
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data class OKHsl(var h: Float, var s: Float, var l: Float)
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data class OKLab(var L: Float, var a: Float, var b: Float)
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object OKHsvUtil {
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internal data class LC(var L: Float, var C: Float)
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internal data class ST(var S: Float, var T: Float)
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internal data class Cs(var C_0: Float, var C_mid: Float, var C_max: Float)
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private const val FLT_MAX = 1e+37f
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private fun clamp(x: Float, min: Float, max: Float): Float {
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if (x < min) return min
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if (x > max) return max
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return x
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}
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private fun sgn(x: Float): Float {
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return (if (0f < x) 1f else 0f) - (if (x < 0f) 1f else 0f)
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}
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// Finds the maximum saturation possible for a given hue that fits in sRGB
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// Saturation here is defined as S = C/L
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// a and b must be normalized so a^2 + b^2 == 1
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internal fun compute_max_saturation(a: Float, b: Float): Float {
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// Max saturation will be when one of r, g or b goes below zero.
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// Select different coefficients depending on which component goes below zero first
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val k0: Float
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val k1: Float
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val k2: Float
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val k3: Float
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val k4: Float
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val wl: Float
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val wm: Float
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val ws: Float
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if (-1.88170328f * a - 0.80936493f * b > 1) {
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// Red component
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k0 = +1.19086277f
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k1 = +1.76576728f
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k2 = +0.59662641f
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k3 = +0.75515197f
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k4 = +0.56771245f
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wl = +4.0767416621f
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wm = -3.3077115913f
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ws = +0.2309699292f
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}
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else if (1.81444104f * a - 1.19445276f * b > 1) {
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// Green component
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k0 = +0.73956515f
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k1 = -0.45954404f
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k2 = +0.08285427f
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k3 = +0.12541070f
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k4 = +0.14503204f
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wl = -1.2684380046f
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wm = +2.6097574011f
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ws = -0.3413193965f
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}
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else {
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// Blue component
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k0 = +1.35733652f
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k1 = -0.00915799f
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k2 = -1.15130210f
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k3 = -0.50559606f
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k4 = +0.00692167f
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wl = -0.0041960863f
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wm = -0.7034186147f
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ws = +1.7076147010f
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}
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// Approximate max saturation using a polynomial:
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var S = k0 + k1 * a + k2 * b + k3 * a * a + k4 * a * b
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// Do one step Halley's method to get closer
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// this gives an error less than 10e6, except for some blue hues where the dS/dh is close to infinite
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// this should be sufficient for most applications, otherwise do two/three steps
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val k_l = +0.3963377774f * a + 0.2158037573f * b
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val k_m = -0.1055613458f * a - 0.0638541728f * b
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val k_s = -0.0894841775f * a - 1.2914855480f * b
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run {
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val l_ = 1f + S * k_l
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val m_ = 1f + S * k_m
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val s_ = 1f + S * k_s
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val l = l_ * l_ * l_
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val m = m_ * m_ * m_
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val s = s_ * s_ * s_
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val l_dS = 3f * k_l * l_ * l_
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val m_dS = 3f * k_m * m_ * m_
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val s_dS = 3f * k_s * s_ * s_
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val l_dS2 = 6f * k_l * k_l * l_
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val m_dS2 = 6f * k_m * k_m * m_
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val s_dS2 = 6f * k_s * k_s * s_
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val f = wl * l + wm * m + ws * s
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val f1 = wl * l_dS + wm * m_dS + ws * s_dS
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val f2 = wl * l_dS2 + wm * m_dS2 + ws * s_dS2
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S = S - f * f1 / (f1 * f1 - 0.5f * f * f2)
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}
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return S
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}
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// finds L_cusp and C_cusp for a given hue
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// a and b must be normalized so a^2 + b^2 == 1
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internal fun find_cusp(a: Float, b: Float): LC {
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// First, find the maximum saturation (saturation S = C/L)
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val S_cusp = compute_max_saturation(a, b)
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// Convert to linear sRGB to find the first point where at least one of r,g or b >= 1:
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val rgb_at_max = OKLab(1f, S_cusp * a, S_cusp * b).toLinearRGB()
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val L_cusp = cbrt(1f / max(max(rgb_at_max.r, rgb_at_max.g), rgb_at_max.b))
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val C_cusp = L_cusp * S_cusp
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return LC(L_cusp, C_cusp)
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}
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// Finds intersection of the line defined by
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// L = L0 * (1 - t) + t * L1;
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// C = t * C1;
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// a and b must be normalized so a^2 + b^2 == 1
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internal fun find_gamut_intersection(a: Float, b: Float, L1: Float, C1: Float, L0: Float, cusp: LC): Float {
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// Find the intersection for upper and lower half seprately
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var t: Float
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if (((L1 - L0) * cusp.C - (cusp.L - L0) * C1) <= 0f) {
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// Lower half
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t = cusp.C * L0 / (C1 * cusp.L + cusp.C * (L0 - L1))
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}
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else {
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// Upper half
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// First intersect with triangle
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t = cusp.C * (L0 - 1f) / (C1 * (cusp.L - 1f) + cusp.C * (L0 - L1))
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// Then one step Halley's method
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run {
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val dL = L1 - L0
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val dC = C1
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val k_l = +0.3963377774f * a + 0.2158037573f * b
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val k_m = -0.1055613458f * a - 0.0638541728f * b
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val k_s = -0.0894841775f * a - 1.2914855480f * b
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val l_dt = dL + dC * k_l
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val m_dt = dL + dC * k_m
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val s_dt = dL + dC * k_s
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// If higher accuracy is required, 2 or 3 iterations of the following block can be used:
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run {
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val L = L0 * (1f - t) + t * L1
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val C = t * C1
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val l_ = L + C * k_l
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val m_ = L + C * k_m
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val s_ = L + C * k_s
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val l = l_ * l_ * l_
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val m = m_ * m_ * m_
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val s = s_ * s_ * s_
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val ldt = 3 * l_dt * l_ * l_
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val mdt = 3 * m_dt * m_ * m_
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val sdt = 3 * s_dt * s_ * s_
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val ldt2 = 6 * l_dt * l_dt * l_
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val mdt2 = 6 * m_dt * m_dt * m_
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val sdt2 = 6 * s_dt * s_dt * s_
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val r = 4.0767416621f * l - 3.3077115913f * m + 0.2309699292f * s - 1
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val r1 = 4.0767416621f * ldt - 3.3077115913f * mdt + 0.2309699292f * sdt
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val r2 = 4.0767416621f * ldt2 - 3.3077115913f * mdt2 + 0.2309699292f * sdt2
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val u_r = r1 / (r1 * r1 - 0.5f * r * r2)
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var t_r = -r * u_r
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val g = -1.2684380046f * l + 2.6097574011f * m - 0.3413193965f * s - 1
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val g1 = -1.2684380046f * ldt + 2.6097574011f * mdt - 0.3413193965f * sdt
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val g2 = -1.2684380046f * ldt2 + 2.6097574011f * mdt2 - 0.3413193965f * sdt2
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val u_g = g1 / (g1 * g1 - 0.5f * g * g2)
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var t_g = -g * u_g
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val b = -0.0041960863f * l - 0.7034186147f * m + 1.7076147010f * s - 1
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val b1 = -0.0041960863f * ldt - 0.7034186147f * mdt + 1.7076147010f * sdt
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val b2 = -0.0041960863f * ldt2 - 0.7034186147f * mdt2 + 1.7076147010f * sdt2
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val u_b = b1 / (b1 * b1 - 0.5f * b * b2)
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var t_b = -b * u_b
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t_r = if (u_r >= 0f) t_r else FLT_MAX
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t_g = if (u_g >= 0f) t_g else FLT_MAX
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t_b = if (u_b >= 0f) t_b else FLT_MAX
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t += min(t_r, min(t_g, t_b))
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}
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}
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}
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return t
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}
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internal fun find_gamut_intersection(a: Float, b: Float, L1: Float, C1: Float, L0: Float): Float {
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// Find the cusp of the gamut triangle
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val cusp: LC = find_cusp(a, b)
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return find_gamut_intersection(a, b, L1, C1, L0, cusp)
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}
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internal fun gamut_clip_preserve_chroma(rgb: RGB): RGB {
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if (rgb.r < 1 && rgb.g < 1 && rgb.b < 1 && rgb.r > 0 && rgb.g > 0 && rgb.b > 0) return rgb
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val lab: OKLab = rgb.linearToOKLab()
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val L: Float = lab.L
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val eps = 0.00001f
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val C: Float = max(eps, sqrt(lab.a * lab.a + lab.b * lab.b))
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val a_: Float = lab.a / C
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val b_: Float = lab.b / C
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val L0 = clamp(L, 0f, 1f)
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val t = find_gamut_intersection(a_, b_, L, C, L0)
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val L_clipped = L0 * (1 - t) + t * L
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val C_clipped = t * C
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return OKLab(L_clipped, C_clipped * a_, C_clipped * b_).toLinearRGB()
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}
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internal fun gamut_clip_project_to_0_5(rgb: RGB): RGB {
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if (rgb.r < 1 && rgb.g < 1 && rgb.b < 1 && rgb.r > 0 && rgb.g > 0 && rgb.b > 0) return rgb
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val lab: OKLab = rgb.linearToOKLab()
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val L: Float = lab.L
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val eps = 0.00001f
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val C: Float = max(eps, sqrt(lab.a * lab.a + lab.b * lab.b))
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val a_: Float = lab.a / C
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val b_: Float = lab.b / C
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val L0 = 0.5.toFloat()
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val t = find_gamut_intersection(a_, b_, L, C, L0)
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val L_clipped = L0 * (1 - t) + t * L
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val C_clipped = t * C
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return OKLab(L_clipped, C_clipped * a_, C_clipped * b_).toLinearRGB()
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}
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internal fun gamut_clip_project_to_L_cusp(rgb: RGB): RGB {
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if (rgb.r < 1 && rgb.g < 1 && rgb.b < 1 && rgb.r > 0 && rgb.g > 0 && rgb.b > 0) return rgb
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val lab: OKLab = rgb.linearToOKLab()
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val L: Float = lab.L
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val eps = 0.00001f
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val C: Float = max(eps, sqrt(lab.a * lab.a + lab.b * lab.b))
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val a_: Float = lab.a / C
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val b_: Float = lab.b / C
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// The cusp is computed here and in find_gamut_intersection, an optimized solution would only compute it once.
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val cusp: LC = find_cusp(a_, b_)
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val L0: Float = cusp.L
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val t = find_gamut_intersection(a_, b_, L, C, L0)
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val L_clipped = L0 * (1 - t) + t * L
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val C_clipped = t * C
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return OKLab(L_clipped, C_clipped * a_, C_clipped * b_).toLinearRGB()
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}
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internal fun gamut_clip_adaptive_L0_0_5(rgb: RGB, alpha: Float): RGB /* alpha = 0.05f */ {
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if (rgb.r < 1 && rgb.g < 1 && rgb.b < 1 && rgb.r > 0 && rgb.g > 0 && rgb.b > 0) return rgb
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val lab: OKLab = rgb.linearToOKLab()
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val L: Float = lab.L
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val eps = 0.00001f
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val C: Float = max(eps, sqrt(lab.a * lab.a + lab.b * lab.b))
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val a_: Float = lab.a / C
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val b_: Float = lab.b / C
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val Ld = L - 0.5f
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val e1: Float = 0.5f + abs(Ld) + alpha * C
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val L0: Float = 0.5f * (1f + sgn(Ld) * (e1 - sqrt(e1 * e1 - 2f * abs(Ld))))
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val t = find_gamut_intersection(a_, b_, L, C, L0)
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val L_clipped = L0 * (1f - t) + t * L
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val C_clipped = t * C
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return OKLab(L_clipped, C_clipped * a_, C_clipped * b_).toLinearRGB()
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}
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internal fun gamut_clip_adaptive_L0_L_cusp(rgb: RGB, alpha: Float): RGB /* alpha = 0.05f */ {
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if (rgb.r < 1 && rgb.g < 1 && rgb.b < 1 && rgb.r > 0 && rgb.g > 0 && rgb.b > 0) return rgb
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val lab: OKLab = rgb.linearToOKLab()
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val L: Float = lab.L
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val eps = 0.00001f
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val C: Float = max(eps, sqrt(lab.a * lab.a + lab.b * lab.b))
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val a_: Float = lab.a / C
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val b_: Float = lab.b / C
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// The cusp is computed here and in find_gamut_intersection, an optimized solution would only compute it once.
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val cusp: LC = find_cusp(a_, b_)
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val Ld: Float = L - cusp.L
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val k: Float = 2f * (if (Ld > 0) 1f - cusp.L else cusp.L)
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val e1: Float = 0.5f * k + abs(Ld) + alpha * C / k
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val L0: Float = cusp.L + 0.5f * (sgn(Ld) * (e1 - sqrt(e1 * e1 - 2f * k * abs(Ld))))
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val t = find_gamut_intersection(a_, b_, L, C, L0)
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val L_clipped = L0 * (1f - t) + t * L
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val C_clipped = t * C
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return OKLab(L_clipped, C_clipped * a_, C_clipped * b_).toLinearRGB()
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}
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internal fun toe(x: Float): Float {
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val k_1 = 0.206f
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val k_2 = 0.03f
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val k_3 = (1f + k_1) / (1f + k_2)
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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))
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}
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internal fun toe_inv(x: Float): Float {
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val k_1 = 0.206f
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val k_2 = 0.03f
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val k_3 = (1f + k_1) / (1f + k_2)
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return (x * x + k_1 * x) / (k_3 * (x + k_2))
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}
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internal fun to_ST(cusp: OKHsvUtil.LC): ST {
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val L: Float = cusp.L
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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)
|
||||
}
|
||||
|
||||
@@ -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)
|
||||
}
|
||||
@@ -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 {
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -43,6 +43,7 @@ void main() {
|
||||
vec2 entry = mod(gl_FragCoord.xy + entryOffset, vec2(bayerSize, bayerSize));
|
||||
|
||||
|
||||
// float alpha = nearestAlpha((inColor.a * 16.0 / 15.0) + (bayer[int(entry.y) * int(bayerSize) + int(entry.x)] / bayerDivider - 0.5));
|
||||
float alpha = nearestAlpha((inColor.a * 16.0 / 15.0) + (bayer[int(entry.y) * int(bayerSize) + int(entry.x)] / bayerDivider - 0.5));
|
||||
|
||||
fragColor = vec4(inColor.rgb, alpha);
|
||||
|
||||
Reference in New Issue
Block a user