/*------------------------------------------------------------------------- RgbColor provides a color object that can be directly consumed by NeoPixelBus Written by Michael C. Miller. I invest time and resources providing this open source code, please support me by dontating (see https://github.com/Makuna/NeoPixelBus) ------------------------------------------------------------------------- This file is part of the Makuna/NeoPixelBus library. NeoPixelBus is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. NeoPixelBus is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with NeoPixel. If not, see . -------------------------------------------------------------------------*/ #include "RgbColor.h" #include "HslColor.h" #include "HsbColor.h" #include "HtmlColor.h" static float _CalcColor(float p, float q, float t) { if (t < 0.0f) t += 1.0f; if (t > 1.0f) t -= 1.0f; if (t < 1.0f / 6.0f) return p + (q - p) * 6.0f * t; if (t < 0.5f) return q; if (t < 2.0f / 3.0f) return p + ((q - p) * (2.0f / 3.0f - t) * 6.0f); return p; } RgbColor::RgbColor(const HtmlColor& color) { uint32_t temp = color.Color; B = (temp & 0xff); temp = temp >> 8; G = (temp & 0xff); temp = temp >> 8; R = (temp & 0xff); }; RgbColor::RgbColor(const HslColor& color) { float r; float g; float b; float h = color.H; float s = color.S; float l = color.L; if (color.S == 0.0f || color.L == 0.0f) { r = g = b = l; // achromatic or black } else { float q = l < 0.5f ? l * (1.0f + s) : l + s - (l * s); float p = 2.0f * l - q; r = _CalcColor(p, q, h + 1.0f / 3.0f); g = _CalcColor(p, q, h); b = _CalcColor(p, q, h - 1.0f / 3.0f); } R = (uint8_t)(r * 255.0f); G = (uint8_t)(g * 255.0f); B = (uint8_t)(b * 255.0f); } RgbColor::RgbColor(const HsbColor& color) { float r; float g; float b; float h = color.H; float s = color.S; float v = color.B; if (color.S == 0.0f) { r = g = b = v; // achromatic or black } else { if (h < 0.0f) { h += 1.0f; } else if (h >= 1.0f) { h -= 1.0f; } h *= 6.0f; int i = (int)h; float f = h - i; float q = v * (1.0f - s * f); float p = v * (1.0f - s); float t = v * (1.0f - s * (1.0f - f)); switch (i) { case 0: r = v; g = t; b = p; break; case 1: r = q; g = v; b = p; break; case 2: r = p; g = v; b = t; break; case 3: r = p; g = q; b = v; break; case 4: r = t; g = p; b = v; break; default: r = v; g = p; b = q; break; } } R = (uint8_t)(r * 255.0f); G = (uint8_t)(g * 255.0f); B = (uint8_t)(b * 255.0f); } uint8_t RgbColor::CalculateBrightness() const { return (uint8_t)(((uint16_t)R + (uint16_t)G + (uint16_t)B) / 3); } RgbColor RgbColor::Dim(uint8_t ratio) const { // specifically avoids float math return RgbColor(_elementDim(R, ratio), _elementDim(G, ratio), _elementDim(B, ratio)); } RgbColor RgbColor::Brighten(uint8_t ratio) const { // specifically avoids float math return RgbColor(_elementBrighten(R, ratio), _elementBrighten(G, ratio), _elementBrighten(B, ratio)); } void RgbColor::Darken(uint8_t delta) { if (R > delta) { R -= delta; } else { R = 0; } if (G > delta) { G -= delta; } else { G = 0; } if (B > delta) { B -= delta; } else { B = 0; } } void RgbColor::Lighten(uint8_t delta) { if (R < 255 - delta) { R += delta; } else { R = 255; } if (G < 255 - delta) { G += delta; } else { G = 255; } if (B < 255 - delta) { B += delta; } else { B = 255; } } RgbColor RgbColor::LinearBlend(const RgbColor& left, const RgbColor& right, float progress) { return RgbColor( left.R + ((right.R - left.R) * progress), left.G + ((right.G - left.G) * progress), left.B + ((right.B - left.B) * progress)); } RgbColor RgbColor::BilinearBlend(const RgbColor& c00, const RgbColor& c01, const RgbColor& c10, const RgbColor& c11, float x, float y) { float v00 = (1.0f - x) * (1.0f - y); float v10 = x * (1.0f - y); float v01 = (1.0f - x) * y; float v11 = x * y; return RgbColor( c00.R * v00 + c10.R * v10 + c01.R * v01 + c11.R * v11, c00.G * v00 + c10.G * v10 + c01.G * v01 + c11.G * v11, c00.B * v00 + c10.B * v10 + c01.B * v01 + c11.B * v11); }