Changes In Branch glowpelt/hsl Excluding Merge-Ins
This is equivalent to a diff from 956134c50b to 794d5b023a
2020-08-16
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02:05 | changes, merges, additions galore check-in: 82178e0a16 user: lexi tags: trunk | |
2020-08-14
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06:17 | fix(color): Actually get hsl brightening working Reimplemented based on the algorithms in Computer Graphics: Principles and Practice. Only lightens based on luminosity right now, which makes beautifully saturated, but not pastel colors, so some tweaking might be recommended. Leaf check-in: 794d5b023a user: glowpelt tags: glowpelt/hsl | |
2020-08-13
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05:11 | feat(color): Change color lightening to use HSL Change color lightening, including the readable utility, to use HSL. This is because the earlier implementation was broken and hacky, and using HSL is a way to implement this in a much more natural-feeling way (being closer to percieved lightness), especially for the current uses. Add a color:to_hsl() function to make this easier, as well as a from_hsl utility that is only in color, for now, but maybe should be exposed as an alternate constructor? check-in: 0a49ac4849 user: glowpelt tags: glowpelt/hsl | |
2020-08-11
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21:39 | initial commit check-in: 956134c50b user: lexi tags: trunk | |
21:37 | initial empty check-in check-in: e463b1bb20 user: lexi tags: trunk | |
Modified lib/color.lua from [16b55419da] to [ef48edf309].
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} end; }; construct = function(r,g,b,a) local clip = function(v) return math.max(0,math.min(255,v)) end; local warp = function(f) return function(self, ...) local n = color(self) f(n, ...) return n end; end; ................................................................................ fmt = function(self, text) return minetest.colorize(self:hex(), text) end; luminosity = function(self) return (self.red + self.green + self.blue) / 3 end; readable = function(self, target) target = target or 200 local lum = self:luminosity() if lum < target then local f = 1.0 + (target - lum) / 255 local nc = self:brighten(f * 1.5) -- i don't know why the *1.5 is necessary. it's -- an ugly hack to work around broken math, -- because i'm too much of a mathtard to actually -- find what's wrong return nc else return self end end; bg = function(self, text) return text .. minetest.get_background_escape_sequence(self:hex()) end; fade = warp(function(new, fac) new.alpha = math.min(255, (new.alpha or 255) * fac) end); brighten = warp(function(new, fac) local lum = new:luminosity() local newlum = lum * fac local delta = (newlum - lum) new.red = clip(new.red + delta) new.blue = clip(new.blue + delta) new.green = clip(new.green + delta) end); darken = warp(function(new, fac) new.red = clip(new.red - (new.red * fac)) new.blue = clip(new.blue - (new.blue * fac)) new.green = clip(new.green - (new.green * fac)) end); } if g == nil then if type(r) == 'string' then |
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} end; }; 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; ................................................................................ fmt = function(self, text) return minetest.colorize(self:hex(), text) 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; fade = warp(function(new, fac) new.alpha = math.min(255, (new.alpha or 255) * fac) 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)) new.green = clip(new.green - (new.green * fac)) end); } if g == nil then if type(r) == 'string' then |