mirror of
https://github.com/duckietm/Nitro-Cool-UI-Renderer.git
synced 2025-06-21 23:16:58 +00:00
227 lines
6.9 KiB
TypeScript
227 lines
6.9 KiB
TypeScript
import { IVector3D } from '@nitrots/api';
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import { Vector3d } from './Vector3d';
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export class ColorConverter
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{
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private static HEX_DIGITS = ['0', '1', '2', '3', '4', '5', '6', '7', '8', '9', 'a', 'b', 'c', 'd', 'e', 'f'];
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public static hex2rgb(hex: number, out: Array<number> | Float32Array = []): Array<number> | Float32Array
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{
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out[0] = ((hex >> 16) & 0xFF) / 255;
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out[1] = ((hex >> 8) & 0xFF) / 255;
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out[2] = (hex & 0xFF) / 255;
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return out;
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}
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public static hex2rgba(hex: number, out: Array<number> | Float32Array = []): Array<number> | Float32Array
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{
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out[0] = ((hex >> 16) & 0xFF) / 255;
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out[1] = ((hex >> 8) & 0xFF) / 255;
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out[2] = (hex & 0xFF) / 255;
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out[3] = (hex & 0xFF);
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return out;
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}
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public static rgb2hex(rgb: number[] | Float32Array): number
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{
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return (((rgb[0] * 255) << 16) + ((rgb[1] * 255) << 8) + (rgb[2] * 255 | 0));
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}
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public static rgba2hex(rgb: number[] | Float32Array): number
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{
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return (((rgb[0] * 255) << 16) + ((rgb[1] * 255) << 8) + (rgb[2] * 255 | 0) + (rgb[3] | 0));
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}
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public static rgbStringToHex(rgb: string): string
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{
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const extracted = rgb.match(/^rgb\((\d+),\s*(\d+),\s*(\d+)\)$/);
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return '#' + ColorConverter.getHex(extracted[1]) + ColorConverter.getHex(extracted[2]) + ColorConverter.getHex(extracted[3]);
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}
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public static getHex(x: any)
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{
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return isNaN(x) ? '00' : ColorConverter.HEX_DIGITS[(x - x % 16) / 16] + ColorConverter.HEX_DIGITS[x % 16];
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}
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public static int2rgb(color: number): string
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{
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color >>>= 0;
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const b = color & 0xFF;
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const g = (color & 0xFF00) >>> 8;
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const r = (color & 0xFF0000) >>> 16;
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const a = ((color & 0xFF000000) >>> 24) / 255;
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return 'rgba(' + [r, g, b, 1].join(',') + ')';
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}
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public static rgbToHSL(rgbValue: number): number
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{
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const red = ((rgbValue >> 16) & 0xFF) / 0xFF;
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const green = ((rgbValue >> 8) & 0xFF) / 0xFF;
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const blue = (rgbValue & 0xFF) / 0xFF;
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const max = Math.max(red, green, blue);
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const min = Math.min(red, green, blue);
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const delta = max - min;
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let hue = 0;
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let saturation = 0;
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const lightness = (max + min) / 2;
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if(delta !== 0)
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{
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saturation = lightness > 0.5 ? delta / (2 - max - min) : delta / (max + min);
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switch(max)
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{
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case red:
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hue = (green - blue) / delta + (green < blue ? 6 : 0);
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break;
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case green:
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hue = (blue - red) / delta + 2;
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break;
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case blue:
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hue = (red - green) / delta + 4;
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break;
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}
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hue *= 60;
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}
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const h = Math.round((hue / 360) * 0xFF);
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const s = Math.round(saturation * 0xFF);
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const l = Math.round(lightness * 0xFF);
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return (h << 16) + (s << 8) + l;
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}
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public static hslToRGB(hslValue: number): number
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{
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const hue = ((hslValue >> 16) & 0xFF) / 0xFF;
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const saturation = ((hslValue >> 8) & 0xFF) / 0xFF;
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const lightness = (hslValue & 0xFF) / 0xFF;
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let red = 0;
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let green = 0;
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let blue = 0;
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if(saturation > 0)
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{
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const t2 = lightness < 0.5 ? lightness * (1 + saturation) : (lightness + saturation) - (lightness * saturation);
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const t1 = (2 * lightness) - t2;
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const rgb = [hue + (1 / 3), hue, hue - (1 / 3)].map(color =>
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{
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if(color < 0) color += 1;
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if(color > 1) color -= 1;
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if(color * 6 < 1) return t1 + ((t2 - t1) * 6 * color);
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if(color * 2 < 1) return t2;
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if(color * 3 < 2) return t1 + ((t2 - t1) * ((2 / 3) - color) * 6);
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return t1;
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});
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[red, green, blue] = rgb;
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}
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else
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{
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red = green = blue = lightness; // In the case of no saturation, all colors are the same.
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}
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const r = Math.round(red * 0xFF);
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const g = Math.round(green * 0xFF);
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const b = Math.round(blue * 0xFF);
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return (r << 16) + (g << 8) + b;
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}
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public static rgb2xyz(k: number): IVector3D
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{
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let _local_2: number = (((k >> 16) & 0xFF) / 0xFF);
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let _local_3: number = (((k >> 8) & 0xFF) / 0xFF);
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let _local_4: number = (((k >> 0) & 0xFF) / 0xFF);
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if(_local_2 > 0.04045)
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{
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_local_2 = Math.pow(((_local_2 + 0.055) / 1.055), 2.4);
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}
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else
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{
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_local_2 = (_local_2 / 12.92);
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}
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if(_local_3 > 0.04045)
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{
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_local_3 = Math.pow(((_local_3 + 0.055) / 1.055), 2.4);
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}
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else
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{
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_local_3 = (_local_3 / 12.92);
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}
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if(_local_4 > 0.04045)
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{
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_local_4 = Math.pow(((_local_4 + 0.055) / 1.055), 2.4);
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}
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else
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{
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_local_4 = (_local_4 / 12.92);
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}
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_local_2 = (_local_2 * 100);
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_local_3 = (_local_3 * 100);
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_local_4 = (_local_4 * 100);
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return new Vector3d((((_local_2 * 0.4124) + (_local_3 * 0.3576)) + (_local_4 * 0.1805)), (((_local_2 * 0.2126) + (_local_3 * 0.7152)) + (_local_4 * 0.0722)), (((_local_2 * 0.0193) + (_local_3 * 0.1192)) + (_local_4 * 0.9505)));
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}
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public static xyz2CieLab(k: IVector3D): IVector3D
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{
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let _local_2: number = (k.x / 95.047);
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let _local_3: number = (k.y / 100);
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let _local_4: number = (k.z / 108.883);
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if(_local_2 > 0.008856)
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{
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_local_2 = Math.pow(_local_2, (1 / 3));
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}
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else
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{
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_local_2 = ((7.787 * _local_2) + (16 / 116));
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}
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if(_local_3 > 0.008856)
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{
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_local_3 = Math.pow(_local_3, (1 / 3));
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}
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else
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{
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_local_3 = ((7.787 * _local_3) + (16 / 116));
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}
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if(_local_4 > 0.008856)
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{
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_local_4 = Math.pow(_local_4, (1 / 3));
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}
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else
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{
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_local_4 = ((7.787 * _local_4) + (16 / 116));
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}
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return new Vector3d(((116 * _local_3) - 16), (500 * (_local_2 - _local_3)), (200 * (_local_3 - _local_4)));
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}
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public static rgb2CieLab(k: number): IVector3D
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{
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return ColorConverter.xyz2CieLab(ColorConverter.rgb2xyz(k));
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}
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public static colorize(colorA: number, colorB: number): number
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{
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if(colorB === 0xFFFFFFFF) return colorA;
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let r = ((colorB >> 16) & 0xFF);
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let g = ((colorB >> 8) & 0xFF);
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let b = (colorB & 0xFF);
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r = ((((colorA >> 16) & 0xFF) * r) / 0xFF);
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g = ((((colorA >> 8) & 0xFF) * g) / 0xFF);
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b = (((colorA & 0xFF) * b) / 0xFF);
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return ((colorA && 0xFF000000) | (r << 16) | (g << 8) | b);
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}
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}
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