multiplication-table/vendor/github.com/lucasb-eyer/go-colorful/colors.go

904 lines
24 KiB
Go

// The colorful package provides all kinds of functions for working with colors.
package colorful
import (
"fmt"
"image/color"
"math"
)
// A color is stored internally using sRGB (standard RGB) values in the range 0-1
type Color struct {
R, G, B float64
}
// Implement the Go color.Color interface.
func (col Color) RGBA() (r, g, b, a uint32) {
r = uint32(col.R*65535.0 + 0.5)
g = uint32(col.G*65535.0 + 0.5)
b = uint32(col.B*65535.0 + 0.5)
a = 0xFFFF
return
}
// Constructs a colorful.Color from something implementing color.Color
func MakeColor(col color.Color) (Color, bool) {
r, g, b, a := col.RGBA()
if a == 0 {
return Color{0, 0, 0}, false
}
// Since color.Color is alpha pre-multiplied, we need to divide the
// RGB values by alpha again in order to get back the original RGB.
r *= 0xffff
r /= a
g *= 0xffff
g /= a
b *= 0xffff
b /= a
return Color{float64(r) / 65535.0, float64(g) / 65535.0, float64(b) / 65535.0}, true
}
// Might come in handy sometimes to reduce boilerplate code.
func (col Color) RGB255() (r, g, b uint8) {
r = uint8(col.R*255.0 + 0.5)
g = uint8(col.G*255.0 + 0.5)
b = uint8(col.B*255.0 + 0.5)
return
}
// This is the tolerance used when comparing colors using AlmostEqualRgb.
const Delta = 1.0 / 255.0
// This is the default reference white point.
var D65 = [3]float64{0.95047, 1.00000, 1.08883}
// And another one.
var D50 = [3]float64{0.96422, 1.00000, 0.82521}
// Checks whether the color exists in RGB space, i.e. all values are in [0..1]
func (c Color) IsValid() bool {
return 0.0 <= c.R && c.R <= 1.0 &&
0.0 <= c.G && c.G <= 1.0 &&
0.0 <= c.B && c.B <= 1.0
}
func clamp01(v float64) float64 {
return math.Max(0.0, math.Min(v, 1.0))
}
// Returns Clamps the color into valid range, clamping each value to [0..1]
// If the color is valid already, this is a no-op.
func (c Color) Clamped() Color {
return Color{clamp01(c.R), clamp01(c.G), clamp01(c.B)}
}
func sq(v float64) float64 {
return v * v
}
func cub(v float64) float64 {
return v * v * v
}
// DistanceRgb computes the distance between two colors in RGB space.
// This is not a good measure! Rather do it in Lab space.
func (c1 Color) DistanceRgb(c2 Color) float64 {
return math.Sqrt(sq(c1.R-c2.R) + sq(c1.G-c2.G) + sq(c1.B-c2.B))
}
// Check for equality between colors within the tolerance Delta (1/255).
func (c1 Color) AlmostEqualRgb(c2 Color) bool {
return math.Abs(c1.R-c2.R)+
math.Abs(c1.G-c2.G)+
math.Abs(c1.B-c2.B) < 3.0*Delta
}
// You don't really want to use this, do you? Go for BlendLab, BlendLuv or BlendHcl.
func (c1 Color) BlendRgb(c2 Color, t float64) Color {
return Color{c1.R + t*(c2.R-c1.R),
c1.G + t*(c2.G-c1.G),
c1.B + t*(c2.B-c1.B)}
}
// Utility used by Hxx color-spaces for interpolating between two angles in [0,360].
func interp_angle(a0, a1, t float64) float64 {
// Based on the answer here: http://stackoverflow.com/a/14498790/2366315
// With potential proof that it works here: http://math.stackexchange.com/a/2144499
delta := math.Mod(math.Mod(a1-a0, 360.0)+540, 360.0) - 180.0
return math.Mod(a0+t*delta+360.0, 360.0)
}
/// HSV ///
///////////
// From http://en.wikipedia.org/wiki/HSL_and_HSV
// Note that h is in [0..360] and s,v in [0..1]
// Hsv returns the Hue [0..360], Saturation and Value [0..1] of the color.
func (col Color) Hsv() (h, s, v float64) {
min := math.Min(math.Min(col.R, col.G), col.B)
v = math.Max(math.Max(col.R, col.G), col.B)
C := v - min
s = 0.0
if v != 0.0 {
s = C / v
}
h = 0.0 // We use 0 instead of undefined as in wp.
if min != v {
if v == col.R {
h = math.Mod((col.G-col.B)/C, 6.0)
}
if v == col.G {
h = (col.B-col.R)/C + 2.0
}
if v == col.B {
h = (col.R-col.G)/C + 4.0
}
h *= 60.0
if h < 0.0 {
h += 360.0
}
}
return
}
// Hsv creates a new Color given a Hue in [0..360], a Saturation and a Value in [0..1]
func Hsv(H, S, V float64) Color {
Hp := H / 60.0
C := V * S
X := C * (1.0 - math.Abs(math.Mod(Hp, 2.0)-1.0))
m := V - C
r, g, b := 0.0, 0.0, 0.0
switch {
case 0.0 <= Hp && Hp < 1.0:
r = C
g = X
case 1.0 <= Hp && Hp < 2.0:
r = X
g = C
case 2.0 <= Hp && Hp < 3.0:
g = C
b = X
case 3.0 <= Hp && Hp < 4.0:
g = X
b = C
case 4.0 <= Hp && Hp < 5.0:
r = X
b = C
case 5.0 <= Hp && Hp < 6.0:
r = C
b = X
}
return Color{m + r, m + g, m + b}
}
// You don't really want to use this, do you? Go for BlendLab, BlendLuv or BlendHcl.
func (c1 Color) BlendHsv(c2 Color, t float64) Color {
h1, s1, v1 := c1.Hsv()
h2, s2, v2 := c2.Hsv()
// We know that h are both in [0..360]
return Hsv(interp_angle(h1, h2, t), s1+t*(s2-s1), v1+t*(v2-v1))
}
/// HSL ///
///////////
// Hsl returns the Hue [0..360], Saturation [0..1], and Luminance (lightness) [0..1] of the color.
func (col Color) Hsl() (h, s, l float64) {
min := math.Min(math.Min(col.R, col.G), col.B)
max := math.Max(math.Max(col.R, col.G), col.B)
l = (max + min) / 2
if min == max {
s = 0
h = 0
} else {
if l < 0.5 {
s = (max - min) / (max + min)
} else {
s = (max - min) / (2.0 - max - min)
}
if max == col.R {
h = (col.G - col.B) / (max - min)
} else if max == col.G {
h = 2.0 + (col.B-col.R)/(max-min)
} else {
h = 4.0 + (col.R-col.G)/(max-min)
}
h *= 60
if h < 0 {
h += 360
}
}
return
}
// Hsl creates a new Color given a Hue in [0..360], a Saturation [0..1], and a Luminance (lightness) in [0..1]
func Hsl(h, s, l float64) Color {
if s == 0 {
return Color{l, l, l}
}
var r, g, b float64
var t1 float64
var t2 float64
var tr float64
var tg float64
var tb float64
if l < 0.5 {
t1 = l * (1.0 + s)
} else {
t1 = l + s - l*s
}
t2 = 2*l - t1
h = h / 360
tr = h + 1.0/3.0
tg = h
tb = h - 1.0/3.0
if tr < 0 {
tr++
}
if tr > 1 {
tr--
}
if tg < 0 {
tg++
}
if tg > 1 {
tg--
}
if tb < 0 {
tb++
}
if tb > 1 {
tb--
}
// Red
if 6*tr < 1 {
r = t2 + (t1-t2)*6*tr
} else if 2*tr < 1 {
r = t1
} else if 3*tr < 2 {
r = t2 + (t1-t2)*(2.0/3.0-tr)*6
} else {
r = t2
}
// Green
if 6*tg < 1 {
g = t2 + (t1-t2)*6*tg
} else if 2*tg < 1 {
g = t1
} else if 3*tg < 2 {
g = t2 + (t1-t2)*(2.0/3.0-tg)*6
} else {
g = t2
}
// Blue
if 6*tb < 1 {
b = t2 + (t1-t2)*6*tb
} else if 2*tb < 1 {
b = t1
} else if 3*tb < 2 {
b = t2 + (t1-t2)*(2.0/3.0-tb)*6
} else {
b = t2
}
return Color{r, g, b}
}
/// Hex ///
///////////
// Hex returns the hex "html" representation of the color, as in #ff0080.
func (col Color) Hex() string {
// Add 0.5 for rounding
return fmt.Sprintf("#%02x%02x%02x", uint8(col.R*255.0+0.5), uint8(col.G*255.0+0.5), uint8(col.B*255.0+0.5))
}
// Hex parses a "html" hex color-string, either in the 3 "#f0c" or 6 "#ff1034" digits form.
func Hex(scol string) (Color, error) {
format := "#%02x%02x%02x"
factor := 1.0 / 255.0
if len(scol) == 4 {
format = "#%1x%1x%1x"
factor = 1.0 / 15.0
}
var r, g, b uint8
n, err := fmt.Sscanf(scol, format, &r, &g, &b)
if err != nil {
return Color{}, err
}
if n != 3 {
return Color{}, fmt.Errorf("color: %v is not a hex-color", scol)
}
return Color{float64(r) * factor, float64(g) * factor, float64(b) * factor}, nil
}
/// Linear ///
//////////////
// http://www.sjbrown.co.uk/2004/05/14/gamma-correct-rendering/
// http://www.brucelindbloom.com/Eqn_RGB_to_XYZ.html
func linearize(v float64) float64 {
if v <= 0.04045 {
return v / 12.92
}
return math.Pow((v+0.055)/1.055, 2.4)
}
// LinearRgb converts the color into the linear RGB space (see http://www.sjbrown.co.uk/2004/05/14/gamma-correct-rendering/).
func (col Color) LinearRgb() (r, g, b float64) {
r = linearize(col.R)
g = linearize(col.G)
b = linearize(col.B)
return
}
// A much faster and still quite precise linearization using a 6th-order Taylor approximation.
// See the accompanying Jupyter notebook for derivation of the constants.
func linearize_fast(v float64) float64 {
v1 := v - 0.5
v2 := v1 * v1
v3 := v2 * v1
v4 := v2 * v2
//v5 := v3*v2
return -0.248750514614486 + 0.925583310193438*v + 1.16740237321695*v2 + 0.280457026598666*v3 - 0.0757991963780179*v4 //+ 0.0437040411548932*v5
}
// FastLinearRgb is much faster than and almost as accurate as LinearRgb.
// BUT it is important to NOTE that they only produce good results for valid colors r,g,b in [0,1].
func (col Color) FastLinearRgb() (r, g, b float64) {
r = linearize_fast(col.R)
g = linearize_fast(col.G)
b = linearize_fast(col.B)
return
}
func delinearize(v float64) float64 {
if v <= 0.0031308 {
return 12.92 * v
}
return 1.055*math.Pow(v, 1.0/2.4) - 0.055
}
// LinearRgb creates an sRGB color out of the given linear RGB color (see http://www.sjbrown.co.uk/2004/05/14/gamma-correct-rendering/).
func LinearRgb(r, g, b float64) Color {
return Color{delinearize(r), delinearize(g), delinearize(b)}
}
func delinearize_fast(v float64) float64 {
// This function (fractional root) is much harder to linearize, so we need to split.
if v > 0.2 {
v1 := v - 0.6
v2 := v1 * v1
v3 := v2 * v1
v4 := v2 * v2
v5 := v3 * v2
return 0.442430344268235 + 0.592178981271708*v - 0.287864782562636*v2 + 0.253214392068985*v3 - 0.272557158129811*v4 + 0.325554383321718*v5
} else if v > 0.03 {
v1 := v - 0.115
v2 := v1 * v1
v3 := v2 * v1
v4 := v2 * v2
v5 := v3 * v2
return 0.194915592891669 + 1.55227076330229*v - 3.93691860257828*v2 + 18.0679839248761*v3 - 101.468750302746*v4 + 632.341487393927*v5
} else {
v1 := v - 0.015
v2 := v1 * v1
v3 := v2 * v1
v4 := v2 * v2
v5 := v3 * v2
// You can clearly see from the involved constants that the low-end is highly nonlinear.
return 0.0519565234928877 + 5.09316778537561*v - 99.0338180489702*v2 + 3484.52322764895*v3 - 150028.083412663*v4 + 7168008.42971613*v5
}
}
// FastLinearRgb is much faster than and almost as accurate as LinearRgb.
// BUT it is important to NOTE that they only produce good results for valid inputs r,g,b in [0,1].
func FastLinearRgb(r, g, b float64) Color {
return Color{delinearize_fast(r), delinearize_fast(g), delinearize_fast(b)}
}
// XyzToLinearRgb converts from CIE XYZ-space to Linear RGB space.
func XyzToLinearRgb(x, y, z float64) (r, g, b float64) {
r = 3.2404542*x - 1.5371385*y - 0.4985314*z
g = -0.9692660*x + 1.8760108*y + 0.0415560*z
b = 0.0556434*x - 0.2040259*y + 1.0572252*z
return
}
func LinearRgbToXyz(r, g, b float64) (x, y, z float64) {
x = 0.4124564*r + 0.3575761*g + 0.1804375*b
y = 0.2126729*r + 0.7151522*g + 0.0721750*b
z = 0.0193339*r + 0.1191920*g + 0.9503041*b
return
}
/// XYZ ///
///////////
// http://www.sjbrown.co.uk/2004/05/14/gamma-correct-rendering/
func (col Color) Xyz() (x, y, z float64) {
return LinearRgbToXyz(col.LinearRgb())
}
func Xyz(x, y, z float64) Color {
return LinearRgb(XyzToLinearRgb(x, y, z))
}
/// xyY ///
///////////
// http://www.brucelindbloom.com/Eqn_XYZ_to_xyY.html
// Well, the name is bad, since it's xyY but Golang needs me to start with a
// capital letter to make the method public.
func XyzToXyy(X, Y, Z float64) (x, y, Yout float64) {
return XyzToXyyWhiteRef(X, Y, Z, D65)
}
func XyzToXyyWhiteRef(X, Y, Z float64, wref [3]float64) (x, y, Yout float64) {
Yout = Y
N := X + Y + Z
if math.Abs(N) < 1e-14 {
// When we have black, Bruce Lindbloom recommends to use
// the reference white's chromacity for x and y.
x = wref[0] / (wref[0] + wref[1] + wref[2])
y = wref[1] / (wref[0] + wref[1] + wref[2])
} else {
x = X / N
y = Y / N
}
return
}
func XyyToXyz(x, y, Y float64) (X, Yout, Z float64) {
Yout = Y
if -1e-14 < y && y < 1e-14 {
X = 0.0
Z = 0.0
} else {
X = Y / y * x
Z = Y / y * (1.0 - x - y)
}
return
}
// Converts the given color to CIE xyY space using D65 as reference white.
// (Note that the reference white is only used for black input.)
// x, y and Y are in [0..1]
func (col Color) Xyy() (x, y, Y float64) {
return XyzToXyy(col.Xyz())
}
// Converts the given color to CIE xyY space, taking into account
// a given reference white. (i.e. the monitor's white)
// (Note that the reference white is only used for black input.)
// x, y and Y are in [0..1]
func (col Color) XyyWhiteRef(wref [3]float64) (x, y, Y float64) {
X, Y2, Z := col.Xyz()
return XyzToXyyWhiteRef(X, Y2, Z, wref)
}
// Generates a color by using data given in CIE xyY space.
// x, y and Y are in [0..1]
func Xyy(x, y, Y float64) Color {
return Xyz(XyyToXyz(x, y, Y))
}
/// L*a*b* ///
//////////////
// http://en.wikipedia.org/wiki/Lab_color_space#CIELAB-CIEXYZ_conversions
// For L*a*b*, we need to L*a*b*<->XYZ->RGB and the first one is device dependent.
func lab_f(t float64) float64 {
if t > 6.0/29.0*6.0/29.0*6.0/29.0 {
return math.Cbrt(t)
}
return t/3.0*29.0/6.0*29.0/6.0 + 4.0/29.0
}
func XyzToLab(x, y, z float64) (l, a, b float64) {
// Use D65 white as reference point by default.
// http://www.fredmiranda.com/forum/topic/1035332
// http://en.wikipedia.org/wiki/Standard_illuminant
return XyzToLabWhiteRef(x, y, z, D65)
}
func XyzToLabWhiteRef(x, y, z float64, wref [3]float64) (l, a, b float64) {
fy := lab_f(y / wref[1])
l = 1.16*fy - 0.16
a = 5.0 * (lab_f(x/wref[0]) - fy)
b = 2.0 * (fy - lab_f(z/wref[2]))
return
}
func lab_finv(t float64) float64 {
if t > 6.0/29.0 {
return t * t * t
}
return 3.0 * 6.0 / 29.0 * 6.0 / 29.0 * (t - 4.0/29.0)
}
func LabToXyz(l, a, b float64) (x, y, z float64) {
// D65 white (see above).
return LabToXyzWhiteRef(l, a, b, D65)
}
func LabToXyzWhiteRef(l, a, b float64, wref [3]float64) (x, y, z float64) {
l2 := (l + 0.16) / 1.16
x = wref[0] * lab_finv(l2+a/5.0)
y = wref[1] * lab_finv(l2)
z = wref[2] * lab_finv(l2-b/2.0)
return
}
// Converts the given color to CIE L*a*b* space using D65 as reference white.
func (col Color) Lab() (l, a, b float64) {
return XyzToLab(col.Xyz())
}
// Converts the given color to CIE L*a*b* space, taking into account
// a given reference white. (i.e. the monitor's white)
func (col Color) LabWhiteRef(wref [3]float64) (l, a, b float64) {
x, y, z := col.Xyz()
return XyzToLabWhiteRef(x, y, z, wref)
}
// Generates a color by using data given in CIE L*a*b* space using D65 as reference white.
// WARNING: many combinations of `l`, `a`, and `b` values do not have corresponding
// valid RGB values, check the FAQ in the README if you're unsure.
func Lab(l, a, b float64) Color {
return Xyz(LabToXyz(l, a, b))
}
// Generates a color by using data given in CIE L*a*b* space, taking
// into account a given reference white. (i.e. the monitor's white)
func LabWhiteRef(l, a, b float64, wref [3]float64) Color {
return Xyz(LabToXyzWhiteRef(l, a, b, wref))
}
// DistanceLab is a good measure of visual similarity between two colors!
// A result of 0 would mean identical colors, while a result of 1 or higher
// means the colors differ a lot.
func (c1 Color) DistanceLab(c2 Color) float64 {
l1, a1, b1 := c1.Lab()
l2, a2, b2 := c2.Lab()
return math.Sqrt(sq(l1-l2) + sq(a1-a2) + sq(b1-b2))
}
// That's actually the same, but I don't want to break code.
func (c1 Color) DistanceCIE76(c2 Color) float64 {
return c1.DistanceLab(c2)
}
// Uses the CIE94 formula to calculate color distance. More accurate than
// DistanceLab, but also more work.
func (cl Color) DistanceCIE94(cr Color) float64 {
l1, a1, b1 := cl.Lab()
l2, a2, b2 := cr.Lab()
// NOTE: Since all those formulas expect L,a,b values 100x larger than we
// have them in this library, we either need to adjust all constants
// in the formula, or convert the ranges of L,a,b before, and then
// scale the distances down again. The latter is less error-prone.
l1, a1, b1 = l1*100.0, a1*100.0, b1*100.0
l2, a2, b2 = l2*100.0, a2*100.0, b2*100.0
kl := 1.0 // 2.0 for textiles
kc := 1.0
kh := 1.0
k1 := 0.045 // 0.048 for textiles
k2 := 0.015 // 0.014 for textiles.
deltaL := l1 - l2
c1 := math.Sqrt(sq(a1) + sq(b1))
c2 := math.Sqrt(sq(a2) + sq(b2))
deltaCab := c1 - c2
// Not taking Sqrt here for stability, and it's unnecessary.
deltaHab2 := sq(a1-a2) + sq(b1-b2) - sq(deltaCab)
sl := 1.0
sc := 1.0 + k1*c1
sh := 1.0 + k2*c1
vL2 := sq(deltaL / (kl * sl))
vC2 := sq(deltaCab / (kc * sc))
vH2 := deltaHab2 / sq(kh*sh)
return math.Sqrt(vL2+vC2+vH2) * 0.01 // See above.
}
// DistanceCIEDE2000 uses the Delta E 2000 formula to calculate color
// distance. It is more expensive but more accurate than both DistanceLab
// and DistanceCIE94.
func (cl Color) DistanceCIEDE2000(cr Color) float64 {
return cl.DistanceCIEDE2000klch(cr, 1.0, 1.0, 1.0)
}
// DistanceCIEDE2000klch uses the Delta E 2000 formula with custom values
// for the weighting factors kL, kC, and kH.
func (cl Color) DistanceCIEDE2000klch(cr Color, kl, kc, kh float64) float64 {
l1, a1, b1 := cl.Lab()
l2, a2, b2 := cr.Lab()
// As with CIE94, we scale up the ranges of L,a,b beforehand and scale
// them down again afterwards.
l1, a1, b1 = l1*100.0, a1*100.0, b1*100.0
l2, a2, b2 = l2*100.0, a2*100.0, b2*100.0
cab1 := math.Sqrt(sq(a1) + sq(b1))
cab2 := math.Sqrt(sq(a2) + sq(b2))
cabmean := (cab1 + cab2) / 2
g := 0.5 * (1 - math.Sqrt(math.Pow(cabmean, 7)/(math.Pow(cabmean, 7)+math.Pow(25, 7))))
ap1 := (1 + g) * a1
ap2 := (1 + g) * a2
cp1 := math.Sqrt(sq(ap1) + sq(b1))
cp2 := math.Sqrt(sq(ap2) + sq(b2))
hp1 := 0.0
if b1 != ap1 || ap1 != 0 {
hp1 = math.Atan2(b1, ap1)
if hp1 < 0 {
hp1 += math.Pi * 2
}
hp1 *= 180 / math.Pi
}
hp2 := 0.0
if b2 != ap2 || ap2 != 0 {
hp2 = math.Atan2(b2, ap2)
if hp2 < 0 {
hp2 += math.Pi * 2
}
hp2 *= 180 / math.Pi
}
deltaLp := l2 - l1
deltaCp := cp2 - cp1
dhp := 0.0
cpProduct := cp1 * cp2
if cpProduct != 0 {
dhp = hp2 - hp1
if dhp > 180 {
dhp -= 360
} else if dhp < -180 {
dhp += 360
}
}
deltaHp := 2 * math.Sqrt(cpProduct) * math.Sin(dhp/2*math.Pi/180)
lpmean := (l1 + l2) / 2
cpmean := (cp1 + cp2) / 2
hpmean := hp1 + hp2
if cpProduct != 0 {
hpmean /= 2
if math.Abs(hp1-hp2) > 180 {
if hp1+hp2 < 360 {
hpmean += 180
} else {
hpmean -= 180
}
}
}
t := 1 - 0.17*math.Cos((hpmean-30)*math.Pi/180) + 0.24*math.Cos(2*hpmean*math.Pi/180) + 0.32*math.Cos((3*hpmean+6)*math.Pi/180) - 0.2*math.Cos((4*hpmean-63)*math.Pi/180)
deltaTheta := 30 * math.Exp(-sq((hpmean-275)/25))
rc := 2 * math.Sqrt(math.Pow(cpmean, 7)/(math.Pow(cpmean, 7)+math.Pow(25, 7)))
sl := 1 + (0.015*sq(lpmean-50))/math.Sqrt(20+sq(lpmean-50))
sc := 1 + 0.045*cpmean
sh := 1 + 0.015*cpmean*t
rt := -math.Sin(2*deltaTheta*math.Pi/180) * rc
return math.Sqrt(sq(deltaLp/(kl*sl))+sq(deltaCp/(kc*sc))+sq(deltaHp/(kh*sh))+rt*(deltaCp/(kc*sc))*(deltaHp/(kh*sh))) * 0.01
}
// BlendLab blends two colors in the L*a*b* color-space, which should result in a smoother blend.
// t == 0 results in c1, t == 1 results in c2
func (c1 Color) BlendLab(c2 Color, t float64) Color {
l1, a1, b1 := c1.Lab()
l2, a2, b2 := c2.Lab()
return Lab(l1+t*(l2-l1),
a1+t*(a2-a1),
b1+t*(b2-b1))
}
/// L*u*v* ///
//////////////
// http://en.wikipedia.org/wiki/CIELUV#XYZ_.E2.86.92_CIELUV_and_CIELUV_.E2.86.92_XYZ_conversions
// For L*u*v*, we need to L*u*v*<->XYZ<->RGB and the first one is device dependent.
func XyzToLuv(x, y, z float64) (l, a, b float64) {
// Use D65 white as reference point by default.
// http://www.fredmiranda.com/forum/topic/1035332
// http://en.wikipedia.org/wiki/Standard_illuminant
return XyzToLuvWhiteRef(x, y, z, D65)
}
func XyzToLuvWhiteRef(x, y, z float64, wref [3]float64) (l, u, v float64) {
if y/wref[1] <= 6.0/29.0*6.0/29.0*6.0/29.0 {
l = y / wref[1] * 29.0 / 3.0 * 29.0 / 3.0 * 29.0 / 3.0
} else {
l = 1.16*math.Cbrt(y/wref[1]) - 0.16
}
ubis, vbis := xyz_to_uv(x, y, z)
un, vn := xyz_to_uv(wref[0], wref[1], wref[2])
u = 13.0 * l * (ubis - un)
v = 13.0 * l * (vbis - vn)
return
}
// For this part, we do as R's graphics.hcl does, not as wikipedia does.
// Or is it the same?
func xyz_to_uv(x, y, z float64) (u, v float64) {
denom := x + 15.0*y + 3.0*z
if denom == 0.0 {
u, v = 0.0, 0.0
} else {
u = 4.0 * x / denom
v = 9.0 * y / denom
}
return
}
func LuvToXyz(l, u, v float64) (x, y, z float64) {
// D65 white (see above).
return LuvToXyzWhiteRef(l, u, v, D65)
}
func LuvToXyzWhiteRef(l, u, v float64, wref [3]float64) (x, y, z float64) {
//y = wref[1] * lab_finv((l + 0.16) / 1.16)
if l <= 0.08 {
y = wref[1] * l * 100.0 * 3.0 / 29.0 * 3.0 / 29.0 * 3.0 / 29.0
} else {
y = wref[1] * cub((l+0.16)/1.16)
}
un, vn := xyz_to_uv(wref[0], wref[1], wref[2])
if l != 0.0 {
ubis := u/(13.0*l) + un
vbis := v/(13.0*l) + vn
x = y * 9.0 * ubis / (4.0 * vbis)
z = y * (12.0 - 3.0*ubis - 20.0*vbis) / (4.0 * vbis)
} else {
x, y = 0.0, 0.0
}
return
}
// Converts the given color to CIE L*u*v* space using D65 as reference white.
// L* is in [0..1] and both u* and v* are in about [-1..1]
func (col Color) Luv() (l, u, v float64) {
return XyzToLuv(col.Xyz())
}
// Converts the given color to CIE L*u*v* space, taking into account
// a given reference white. (i.e. the monitor's white)
// L* is in [0..1] and both u* and v* are in about [-1..1]
func (col Color) LuvWhiteRef(wref [3]float64) (l, u, v float64) {
x, y, z := col.Xyz()
return XyzToLuvWhiteRef(x, y, z, wref)
}
// Generates a color by using data given in CIE L*u*v* space using D65 as reference white.
// L* is in [0..1] and both u* and v* are in about [-1..1]
// WARNING: many combinations of `l`, `a`, and `b` values do not have corresponding
// valid RGB values, check the FAQ in the README if you're unsure.
func Luv(l, u, v float64) Color {
return Xyz(LuvToXyz(l, u, v))
}
// Generates a color by using data given in CIE L*u*v* space, taking
// into account a given reference white. (i.e. the monitor's white)
// L* is in [0..1] and both u* and v* are in about [-1..1]
func LuvWhiteRef(l, u, v float64, wref [3]float64) Color {
return Xyz(LuvToXyzWhiteRef(l, u, v, wref))
}
// DistanceLuv is a good measure of visual similarity between two colors!
// A result of 0 would mean identical colors, while a result of 1 or higher
// means the colors differ a lot.
func (c1 Color) DistanceLuv(c2 Color) float64 {
l1, u1, v1 := c1.Luv()
l2, u2, v2 := c2.Luv()
return math.Sqrt(sq(l1-l2) + sq(u1-u2) + sq(v1-v2))
}
// BlendLuv blends two colors in the CIE-L*u*v* color-space, which should result in a smoother blend.
// t == 0 results in c1, t == 1 results in c2
func (c1 Color) BlendLuv(c2 Color, t float64) Color {
l1, u1, v1 := c1.Luv()
l2, u2, v2 := c2.Luv()
return Luv(l1+t*(l2-l1),
u1+t*(u2-u1),
v1+t*(v2-v1))
}
/// HCL ///
///////////
// HCL is nothing else than L*a*b* in cylindrical coordinates!
// (this was wrong on English wikipedia, I fixed it, let's hope the fix stays.)
// But it is widely popular since it is a "correct HSV"
// http://www.hunterlab.com/appnotes/an09_96a.pdf
// Converts the given color to HCL space using D65 as reference white.
// H values are in [0..360], C and L values are in [0..1] although C can overshoot 1.0
func (col Color) Hcl() (h, c, l float64) {
return col.HclWhiteRef(D65)
}
func LabToHcl(L, a, b float64) (h, c, l float64) {
// Oops, floating point workaround necessary if a ~= b and both are very small (i.e. almost zero).
if math.Abs(b-a) > 1e-4 && math.Abs(a) > 1e-4 {
h = math.Mod(57.29577951308232087721*math.Atan2(b, a)+360.0, 360.0) // Rad2Deg
} else {
h = 0.0
}
c = math.Sqrt(sq(a) + sq(b))
l = L
return
}
// Converts the given color to HCL space, taking into account
// a given reference white. (i.e. the monitor's white)
// H values are in [0..360], C and L values are in [0..1]
func (col Color) HclWhiteRef(wref [3]float64) (h, c, l float64) {
L, a, b := col.LabWhiteRef(wref)
return LabToHcl(L, a, b)
}
// Generates a color by using data given in HCL space using D65 as reference white.
// H values are in [0..360], C and L values are in [0..1]
// WARNING: many combinations of `l`, `a`, and `b` values do not have corresponding
// valid RGB values, check the FAQ in the README if you're unsure.
func Hcl(h, c, l float64) Color {
return HclWhiteRef(h, c, l, D65)
}
func HclToLab(h, c, l float64) (L, a, b float64) {
H := 0.01745329251994329576 * h // Deg2Rad
a = c * math.Cos(H)
b = c * math.Sin(H)
L = l
return
}
// Generates a color by using data given in HCL space, taking
// into account a given reference white. (i.e. the monitor's white)
// H values are in [0..360], C and L values are in [0..1]
func HclWhiteRef(h, c, l float64, wref [3]float64) Color {
L, a, b := HclToLab(h, c, l)
return LabWhiteRef(L, a, b, wref)
}
// BlendHcl blends two colors in the CIE-L*C*h° color-space, which should result in a smoother blend.
// t == 0 results in c1, t == 1 results in c2
func (col1 Color) BlendHcl(col2 Color, t float64) Color {
h1, c1, l1 := col1.Hcl()
h2, c2, l2 := col2.Hcl()
// We know that h are both in [0..360]
return Hcl(interp_angle(h1, h2, t), c1+t*(c2-c1), l1+t*(l2-l1))
}