mirror of https://github.com/odrling/Aegisub
417 lines
9.7 KiB
C++
417 lines
9.7 KiB
C++
// Copyright (c) 2005, Niels Martin Hansen, Rodrigo Braz Monteiro
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// All rights reserved.
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions are met:
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//
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// * Redistributions of source code must retain the above copyright notice,
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// this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright notice,
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// this list of conditions and the following disclaimer in the documentation
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// and/or other materials provided with the distribution.
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// * Neither the name of the Aegisub Group nor the names of its contributors
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// may be used to endorse or promote products derived from this software
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// without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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// ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
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// LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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// INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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// CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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// ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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// POSSIBILITY OF SUCH DAMAGE.
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//
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// -----------------------------------------------------------------------------
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//
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// AEGISUB
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//
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// Website: http://aegisub.cellosoft.com
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// Contact: mailto:zeratul@cellosoft.com
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//
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#include "colorspace.h"
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#include "utils.h"
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// matrix from http://forum.doom9.org/showthread.php?p=684080#post684080
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void yuv_to_rgb(int Y, int U, int V, unsigned char *R, unsigned char *G, unsigned char *B)
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{
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U = U - 128;
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V = V - 128;
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*R = clip_colorval((Y*65536 + int(1.140*65536) * V) / 65536);
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*G = clip_colorval((Y*65536 - int(0.395*65536) * U - int(0.581*65536) * V) / 65536);
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*B = clip_colorval((Y*65536 + int(2.032*65536) * U ) / 65536);
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}
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// algorithm from http://130.113.54.154/~monger/hsl-rgb.html
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// making every value into 0..255 range though
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void hsl_to_rgb(int H, int S, int L, unsigned char *R, unsigned char *G, unsigned char *B)
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{
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if (S == 0) {
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*R = L;
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*G = L;
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*B = L;
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return;
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}
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if (L == 128 && S == 255) {
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switch (H) {
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case 0:
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case 255: // actually this is wrong, since this is more like 359 degrees... but it's what you'd expect (sadly :)
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*R = 255;
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*G = 0;
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*B = 0;
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return;
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case 43:
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*R = 255;
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*G = 255;
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*B = 0;
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return;
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case 85:
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*R = 0;
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*G = 255;
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*B = 0;
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return;
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case 128:
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*R = 0;
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*G = 255;
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*B = 255;
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return;
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case 171:
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*R = 0;
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*G = 0;
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*B = 255;
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return;
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case 213:
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*R = 255;
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*G = 0;
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*B = 255;
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return;
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}
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}
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float h, s, l, r, g, b;
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h = H / 255.f;
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s = S / 255.f;
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l = L / 255.f;
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float temp2;
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if (l < .5) {
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temp2 = l * (1. + s);
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} else {
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temp2 = l + s - l*s;
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}
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float temp1 = 2.f * l - temp2;
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// assume h is in range [0;1]
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float temp3[3];
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temp3[0] = h + 1.f/3.f;
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if (temp3[0] > 1.f) temp3[0] -= 1.f;
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temp3[1] = h;
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temp3[2] = h - 1.f/3.f;
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if (temp3[2] < 0.f) temp3[2] += 1.f;
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if (6.f * temp3[0] < 1.f)
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r = temp1 + (temp2 - temp1) * 6.f * temp3[0];
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else if (2.f * temp3[0] < 1.f)
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r = temp2;
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else if (3.f * temp3[0] < 2.f)
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r = temp1 + (temp2 - temp1) * ((2.f/3.f) - temp3[0]) * 6.f;
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else
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r = temp1;
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if (6.f * temp3[1] < 1.f)
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g = temp1 + (temp2 - temp1) * 6.f * temp3[1];
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else if (2.f * temp3[1] < 1.f)
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g = temp2;
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else if (3.f * temp3[1] < 2.f)
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g = temp1 + (temp2 - temp1) * ((2.f/3.f) - temp3[1]) * 6.f;
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else
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g = temp1;
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if (6.f * temp3[2] < 1.f)
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b = temp1 + (temp2 - temp1) * 6.f * temp3[2];
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else if (2.f * temp3[2] < 1.f)
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b = temp2;
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else if (3.f * temp3[2] < 2.f)
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b = temp1 + (temp2 - temp1) * ((2.f/3.f) - temp3[2]) * 6.f;
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else
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b = temp1;
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*R = clip_colorval((int)(r*255));
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*G = clip_colorval((int)(g*255));
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*B = clip_colorval((int)(b*255));
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}
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// formulas taken from wikipedia: http://en.wikipedia.org/wiki/HSV_color_space
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// the range for H is 0..255 instead of 0..359, so 60 degrees has been translated to 256/6 here
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void hsv_to_rgb(int H, int S, int V, unsigned char *R, unsigned char *G, unsigned char *B)
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{
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*R = *G = *B = 0;
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// some special cases... oh yeah baby!
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if (S == 255) {
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switch (H) {
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case 0:
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case 255: // actually this is wrong, since this is more like 359 degrees... but it's what you'd expect (sadly :)
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*R = V;
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*G = 0;
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*B = 0;
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return;
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case 43:
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*R = V;
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*G = V;
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*B = 0;
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return;
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case 85:
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*R = 0;
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*G = V;
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*B = 0;
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return;
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case 128:
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*R = 0;
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*G = V;
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*B = V;
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return;
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case 171:
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*R = 0;
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*G = 0;
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*B = V;
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return;
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case 213:
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*R = V;
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*G = 0;
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*B = V;
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return;
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}
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}
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// Cap values
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unsigned int h = H * 360;
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unsigned int s = clip_colorval(S)*256;
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unsigned int v = clip_colorval(V)*256;
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// Saturation is zero, make grey
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if (S == 0) {
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*R = V;
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*G = V;
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*B = V;
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return;
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}
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unsigned int r, g, b;
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// Else, calculate color
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unsigned int Hi = h / 60 / 256;
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unsigned int f = h / 60 - Hi * 256;
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unsigned int p = v * (65535 - s) / 65536;
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unsigned int q = v * (65535 - (f * s)/256) / 65536;
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unsigned int t = v * (65535 - ((255 - f) * s)/256) / 65536;
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switch (Hi) {
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case 0:
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r = v;
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g = t;
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b = p;
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break;
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case 1:
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r = q;
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g = v;
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b = p;
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break;
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case 2:
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r = p;
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g = v;
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b = t;
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break;
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case 3:
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r = p;
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g = q;
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b = v;
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break;
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case 4:
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r = t;
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g = p;
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b = v;
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break;
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case 5:
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default:
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r = v;
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g = p;
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b = q;
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break;
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}
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*R = clip_colorval(r/256);
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*G = clip_colorval(g/256);
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*B = clip_colorval(b/256);
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}
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// matrix from http://forum.doom9.org/showthread.php?p=684080#post684080
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void rgb_to_yuv(int R, int G, int B, unsigned char *Y, unsigned char *U, unsigned char *V)
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{
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*Y = clip_colorval(( int(0.299*65536) * R + int(0.587*65536) * G + int(0.114*65536) * B) / 65536);
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*U = clip_colorval((-int(0.147*65536) * R - int(0.289*65536) * G + int(0.436*65536) * B) / 65536 + 128);
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*V = clip_colorval(( int(0.615*65536) * R - int(0.515*65536) * G - int(0.100*65536) * B) / 65536 + 128);
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}
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// also from http://130.113.54.154/~monger/hsl-rgb.html
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// still keeping everything integer
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void rgb_to_hsl(int R, int G, int B, unsigned char *H, unsigned char *S, unsigned char *L)
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{
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float r = R/255.f, g = G/255.f, b = B/255.f;
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float h, s, l;
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float maxrgb = MAX(r, MAX(g, b)), minrgb = MIN(r, MIN(g, b));
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l = (minrgb + maxrgb) / 2;
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if (minrgb == maxrgb) {
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h = 0;
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s = 0;
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} else {
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if (l < 0.5) {
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s = (maxrgb - minrgb) / (maxrgb + minrgb);
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} else {
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s = (maxrgb - minrgb) / (2.f - maxrgb - minrgb);
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}
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if (r == maxrgb) {
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h = (g-b) / (maxrgb-minrgb) + 0;
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} else if (g == maxrgb) {
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h = (b-r) / (maxrgb-minrgb) + 2;
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} else { // if b == maxrgb
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h = (r-g) / (maxrgb-minrgb) + 4;
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}
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}
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if (h < 0) h += 6;
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if (h >= 6) h -= 6;
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*H = clip_colorval(int(h*256/6));
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*S = clip_colorval(int(s*255));
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*L = clip_colorval(int(l*255));
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}
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// formulas from http://en.wikipedia.org/wiki/HSV_color_space
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void rgb_to_hsv(int R, int G, int B, unsigned char *H, unsigned char *S, unsigned char *V)
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{
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float r = R/255.f, g = G/255.f, b = B/255.f;
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float h, s, v;
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float maxrgb = MAX(r, MAX(g, b)), minrgb = MIN(r, MIN(g, b));
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v = maxrgb;
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if (maxrgb < .001f) {
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s = 1;
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} else {
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s = (maxrgb - minrgb) / maxrgb;
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}
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if (minrgb == maxrgb) {
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h = 0;
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} else if (maxrgb == r) {
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h = (g-b) / (maxrgb-minrgb) + 0;
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} else if (maxrgb == g) {
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h = (b-r) / (maxrgb-minrgb) + 2;
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} else { // if maxrgb == b
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h = (r-g) / (maxrgb-minrgb) + 4;
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}
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if (h < 0) h += 6;
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if (h >= 6) h -= 6;
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*H = clip_colorval(int(h*256/6));
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*S = clip_colorval(int(s*255));
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*V = clip_colorval(int(v*255));
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}
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void hsv_to_hsl(int iH, int iS, int iV, unsigned char *oH, unsigned char *oS, unsigned char *oL)
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{
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int p = iV * (255 - iS);
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*oH = iH;
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*oL = clip_colorval((p + iV*255)/255/2);
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if (*oL == 0) {
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*oS = iS; // oS is actually undefined, so any value should work ;)
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} else if (*oL <= 128) {
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*oS = clip_colorval((iV*255 - p) / (2 * *oL));
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} else {
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*oS = clip_colorval((iV*255 - p) / (511 - 2 * *oL));
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}
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}
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void hsl_to_hsv(int iH, int iS, int iL, unsigned char *oH, unsigned char *oS, unsigned char *oV)
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{
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*oH = iH;
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if (iS == 0) {
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*oS = 0;
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*oV = iL;
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return;
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}
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if (iL < 128) {
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*oV = iL * (255 + iS) / 255;
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*oS = 2 * 255 * iS / (255 + iS);
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} else {
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*oV = (iL*255 + iS*255 - iL*iS)/255;
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*oS = 2 * 255 * iS * (255 - iL) / (iL*255 + iS*255 - iL*iS);
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}
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}
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wxString color_to_html(wxColour color)
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{
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return wxString::Format(_T("#%02X%02X%02X"), color.Red(), color.Green(), color.Blue());
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}
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wxColour html_to_color(wxString html)
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{
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html.Trim(true);
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html.Trim(false);
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if (html.StartsWith(_T("#"))) {
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html.Remove(0, 1);
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}
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if (html.size() == 6) {
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// 8 bit per channel
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long r, g, b;
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wxString sr, sg, sb;
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sr = html.Mid(0, 2);
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sg = html.Mid(2, 2);
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sb = html.Mid(4, 2);
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if (sr.ToLong(&r, 16) && sg.ToLong(&g, 16) && sb.ToLong(&b, 16)) {
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return wxColour(r, g, b);
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} else {
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return wxColour(*wxBLACK);
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}
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} else if (html.size() == 3) {
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// 4 bit per channel
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long r, g, b;
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wxString sr, sg, sb;
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sr = html.Mid(0, 1);
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sg = html.Mid(1, 1);
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sb = html.Mid(2, 1);
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if (sr.ToLong(&r, 16) && sg.ToLong(&g, 16) && sb.ToLong(&b, 16)) {
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return wxColour(r*16+r, g*16+g, b*16+b);
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} else {
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return wxColour(*wxBLACK);
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}
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} else {
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// only care about valid colors
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return wxColour(*wxBLACK);
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}
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}
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