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};
construct = function(r,g,b,a)
local clip = function(v)
return math.max(0,math.min(255,v))
end;
local from_hsl = function(hsl, alpha)
-- convert from a hsl table and alpha value to a color
local weird = function(n)
-- Yeah... this is a really weird function, only named f
local k = math.fmod(n + hsl.hue/(math.pi/6),12)
local a = hsl.saturation * math.min(hsl.luminosity, 1 - hsl.luminosity)
return hsl.luminosity * math.max(-1, math.min(k-3,9-k,1))
end
return color(clip(weird(0)*255), clip(weird(8)*255), clip(weird(4)*255), alpha)
end;
local warp = function(f)
return function(self, ...)
local n = color(self)
f(n, ...)
return n
end;
................................................................................
end;
luminosity = function(self) return
(self.red + self.green + self.blue) / 3
end;
to_hsl = function(self)
-- https://en.wikipedia.org/wiki/HSL_and_HSV
-- www.niwa.nu/2013/05/math-behind-colorspace-conversions-rgb-hsl/
-- https://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.211.6425
-- https://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.413.9004
-- We need the rgb between 0 and 1
local rgb = { r = self.red/255, g = self.green/255, b = self.blue/255 }
-- First, the hue.
-- This version of the calculation can be up to 1.12deg off at the right few colors
-- but is overall very close, easier to implement, and runs much faster
-- TODO: consider memoizing something to do with this all?
local alpha = 0.5 * (2*rgb.r - rgb.g - rgb.b)
local beta = (math.sqrt(3)/2)*(rgb.g - rgb.b)
local hue = math.atan2(beta, alpha)
-- Next the luminosity/lightness. This one's easy enough
local luminosity = 0.5*(math.max(rgb.r, rgb.g, rgb.b) + math.min(rgb.r, rgb.g, rgb.b))
-- Finally, saturation
local saturation = 0
-- If luminosity isn't essentially 1 or 0
if math.abs(luminosity - 1) < 1e-18 or math.abs(luminosity) < 1e-18 then
-- need the chroma
local chroma = math.max(rgb.r,rgb.g,rgb.b) - math.min(rgb.r,rgb.g,rgb.b)
saturation = chroma / (1 - math.abs(2*luminosity - 1))
end
return { hue = hue, saturation = saturation, luminosity = luminosity }
end;
readable = function(self, target)
target = target or 200
local hsl = self:to_hsl()
hsl.luminosity = target
return from_hsl(hsl, self.alpha)
end;
bg = function(self, text) return
text .. minetest.get_background_escape_sequence(self:hex())
................................................................................
end);
brighten = function(self, fac)
-- Use HSL to brighten
-- To HSL
local hsl = self:to_hsl()
-- Do the calculation, clamp to 0-1 instead of the clamp fn
hsl.luminosity = math.max(math.min(hsl.luminosity * fac, 0), 1)
-- Turn back into RGB color
return from_hsl(hsl, self.alpha)
end;
darken = warp(function(new, fac)
-- TODO: is there any point to this being different than brighten? Probably especially not now.
new.red = clip(new.red - (new.red * fac))
new.blue = clip(new.blue - (new.blue * fac))
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};
construct = function(r,g,b,a)
local clip = function(v)
return math.max(0,math.min(255,v))
end;
local from_hsl = function(hsl, alpha)
-- Based on the algorithm in Computer Graphics: Principles and Practice, by
-- James D. Foley et. al., 2nd ed., p. 596
-- Degree version, though radian is more natural, I don't want to translate it yet
local h = hsl.hue
local s = hsl.saturation
local l = hsl.luminosity
local value = function(n1, n2, hue)
if hue > 360 then
hue = hue - 360
elseif hue < 0 then
hue = hue + 360
end
if hue < 60 then
return n1 + (n2 - n1) * hue/60
elseif hue < 180 then
return n2
elseif hue < 240 then
return n1 + (n2 - n1) * (240 - hue)/60
else
return n1
end
end
local m2
if l < 0.5 then
m2 = l * (1 + s)
else
m2 = l + s - l * s
end
local m1 = 2 * l - m2
if s == 0 then
-- Achromatic, there is no hue
-- In book this errors if hue is not undefined, but we set hue to 0 in this case, not nil or something, so
return color(l, l, l, alpha)
else
-- Chromatic case, so there is a hue
return color(
clip(value(m1, m2, h + 120)*255),
clip(value(m1, m2, h)*255),
clip(value(m1, m2, h - 120)*255),
alpha
)
end
end;
local warp = function(f)
return function(self, ...)
local n = color(self)
f(n, ...)
return n
end;
................................................................................
end;
luminosity = function(self) return
(self.red + self.green + self.blue) / 3
end;
to_hsl = function(self)
-- Based on the algorithm in Computer Graphics: Principles and Practice, by
-- James D. Foley et. al., 2nd ed., p. 595
-- We need the rgb between 0 and 1
local r = self.red/255
local g = self.green/255
local b = self.blue/255
local max = math.max(r, g, b)
local min = math.min(r, g, b)
local luminosity = (max + min)/2
local hue = 0
local saturation = 0
if max == min then
-- Achromatic case, because r=g=b
saturation = 0
hue = 0 -- Undefined, so just replace w/ 0 for usability
else
-- Chromatic case
if luminosity <= 0.5 then
saturation = (max - min)/(max + min)
else
saturation = (max - min)/(2 - max - min)
end
-- Next calculate the hue
local delta = max - min
if r == max then
hue = (g - b)/delta
elseif g == max then
hue = 2 + (b - r)/delta
else -- blue must be max, so no point in checking
hue = 4 + (r - g)/delta
end
hue = hue * 60 -- degrees
--hue = hue * (math.pi / 3) -- for hue in radians instead of degrees
if hue < 0 then
hue = hue + 2 * math.pi
end
end
print("r"..self.red.."g"..self.green.."b"..self.blue.." is h"..hue.."s"..saturation.."l"..luminosity)
local temp = from_hsl({hue=hue,saturation=saturation,luminosity=luminosity},self.alpha)
print("back is r"..temp.red.."g"..temp.green.."b"..temp.blue)
return { hue = hue, saturation = saturation, luminosity = luminosity }
end;
readable = function(self, target)
target = target or 0.5
local hsl = self:to_hsl()
hsl.luminosity = target
return from_hsl(hsl, self.alpha)
end;
bg = function(self, text) return
text .. minetest.get_background_escape_sequence(self:hex())
................................................................................
end);
brighten = function(self, fac)
-- Use HSL to brighten
-- To HSL
local hsl = self:to_hsl()
-- Do the calculation, clamp to 0-1 instead of the clamp fn
hsl.luminosity = math.min(math.max(hsl.luminosity * fac, 0), 1)
-- Turn back into RGB color
local t = from_hsl(hsl, self.alpha)
print("brighten is r"..t.red.."g"..t.green.."b"..t.blue)
return from_hsl(hsl, self.alpha)
end;
darken = warp(function(new, fac)
-- TODO: is there any point to this being different than brighten? Probably especially not now.
new.red = clip(new.red - (new.red * fac))
new.blue = clip(new.blue - (new.blue * fac))
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