forked from Makuna/NeoPixelBus
Rgb color enhancements (#391)
* Rgb48Color * Rgb16Color * Discord readme
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/*-------------------------------------------------------------------------
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Rgb48Color provides a color object that can be directly consumed by NeoPixelBus
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Written by Michael C. Miller.
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I invest time and resources providing this open source code,
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please support me by dontating (see https://github.com/Makuna/NeoPixelBus)
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-------------------------------------------------------------------------
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This file is part of the Makuna/NeoPixelBus library.
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NeoPixelBus is free software: you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as
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published by the Free Software Foundation, either version 3 of
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the License, or (at your option) any later version.
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NeoPixelBus is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public
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License along with NeoPixel. If not, see
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<http://www.gnu.org/licenses/>.
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-------------------------------------------------------------------------*/
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#include "Rgb48Color.h"
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#include "RgbColor.h"
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#include "HslColor.h"
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#include "HsbColor.h"
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#include "HtmlColor.h"
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Rgb48Color::Rgb48Color(const HtmlColor& color)
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{
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uint32_t temp = color.Color;
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B = (temp & 0xff);
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temp = temp >> 8;
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G = (temp & 0xff);
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temp = temp >> 8;
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R = (temp & 0xff);
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};
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Rgb48Color::Rgb48Color(const HslColor& color)
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{
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float r;
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float g;
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float b;
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_HslToRgb(color, &r, &g, &b);
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R = (uint16_t)(r * Max);
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G = (uint16_t)(g * Max);
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B = (uint16_t)(b * Max);
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}
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Rgb48Color::Rgb48Color(const HsbColor& color)
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{
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float r;
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float g;
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float b;
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_HsbToRgb(color, &r, &g, &b);
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R = (uint16_t)(r * Max);
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G = (uint16_t)(g * Max);
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B = (uint16_t)(b * Max);
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}
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uint16_t Rgb48Color::CalculateBrightness() const
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{
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return (uint16_t)(((uint32_t)R + (uint32_t)G + (uint32_t)B) / 3);
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}
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Rgb48Color Rgb48Color::Dim(uint16_t ratio) const
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{
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// specifically avoids float math
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return Rgb48Color(_elementDim(R, ratio), _elementDim(G, ratio), _elementDim(B, ratio));
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}
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Rgb48Color Rgb48Color::Brighten(uint16_t ratio) const
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{
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// specifically avoids float math
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return Rgb48Color(_elementBrighten(R, ratio), _elementBrighten(G, ratio), _elementBrighten(B, ratio));
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}
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void Rgb48Color::Darken(uint16_t delta)
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{
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if (R > delta)
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{
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R -= delta;
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}
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else
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{
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R = 0;
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}
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if (G > delta)
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{
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G -= delta;
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}
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else
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{
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G = 0;
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}
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if (B > delta)
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{
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B -= delta;
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}
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else
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{
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B = 0;
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}
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}
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void Rgb48Color::Lighten(uint16_t delta)
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{
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if (R < Max - delta)
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{
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R += delta;
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}
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else
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{
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R = Max;
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}
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if (G < Max - delta)
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{
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G += delta;
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}
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else
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{
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G = Max;
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}
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if (B < Max - delta)
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{
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B += delta;
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}
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else
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{
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B = Max;
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}
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}
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Rgb48Color Rgb48Color::LinearBlend(const Rgb48Color& left, const Rgb48Color& right, float progress)
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{
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return Rgb48Color( left.R + ((right.R - left.R) * progress),
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left.G + ((right.G - left.G) * progress),
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left.B + ((right.B - left.B) * progress));
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}
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Rgb48Color Rgb48Color::BilinearBlend(const Rgb48Color& c00,
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const Rgb48Color& c01,
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const Rgb48Color& c10,
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const Rgb48Color& c11,
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float x,
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float y)
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{
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float v00 = (1.0f - x) * (1.0f - y);
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float v10 = x * (1.0f - y);
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float v01 = (1.0f - x) * y;
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float v11 = x * y;
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return Rgb48Color(
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c00.R * v00 + c10.R * v10 + c01.R * v01 + c11.R * v11,
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c00.G * v00 + c10.G * v10 + c01.G * v01 + c11.G * v11,
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c00.B * v00 + c10.B * v10 + c01.B * v01 + c11.B * v11);
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}
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