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/*
* Copyright (C) 2017 Apple Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
*
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY APPLE AND ITS CONTRIBUTORS "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL APPLE OR ITS CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include "config.h"
#include "ColorUtilities.h"
#include "Color.h"
#include <wtf/MathExtras.h>
namespace WebCore {
FloatComponents::FloatComponents(const Color& color)
{
color.getRGBA(components[0], components[1], components[2], components[3]);
}
ColorComponents::ColorComponents(const FloatComponents& floatComponents)
{
components[0] = clampedColorComponent(floatComponents.components[0]);
components[1] = clampedColorComponent(floatComponents.components[1]);
components[2] = clampedColorComponent(floatComponents.components[2]);
components[3] = clampedColorComponent(floatComponents.components[3]);
}
// These are the standard sRGB <-> linearRGB conversion functions (https://en.wikipedia.org/wiki/SRGB).
float linearToSRGBColorComponent(float c)
{
if (c < 0.0031308f)
return 12.92f * c;
return clampTo<float>(1.055f * std::pow(c, 1.0f / 2.4f) - 0.055f, 0, 1);
}
float sRGBToLinearColorComponent(float c)
{
if (c <= 0.04045f)
return c / 12.92f;
return clampTo<float>(std::pow((c + 0.055f) / 1.055f, 2.4f), 0, 1);
}
FloatComponents sRGBColorToLinearComponents(const Color& color)
{
float r, g, b, a;
color.getRGBA(r, g, b, a);
return {
sRGBToLinearColorComponent(r),
sRGBToLinearColorComponent(g),
sRGBToLinearColorComponent(b),
a
};
}
FloatComponents sRGBToLinearComponents(const FloatComponents& sRGBColor)
{
return {
sRGBToLinearColorComponent(sRGBColor.components[0]),
sRGBToLinearColorComponent(sRGBColor.components[1]),
sRGBToLinearColorComponent(sRGBColor.components[2]),
sRGBColor.components[3]
};
}
FloatComponents linearToSRGBComponents(const FloatComponents& linearRGB)
{
return {
linearToSRGBColorComponent(linearRGB.components[0]),
linearToSRGBColorComponent(linearRGB.components[1]),
linearToSRGBColorComponent(linearRGB.components[2]),
linearRGB.components[3]
};
}
// This is similar to sRGBToLinearColorComponent but for some reason
// https://www.w3.org/TR/2008/REC-WCAG20-20081211/#relativeluminancedef
// doesn't use the standard sRGB -> linearRGB threshold of 0.04045.
static float sRGBToLinearColorComponentForLuminance(float c)
{
if (c <= 0.03928f)
return c / 12.92f;
return clampTo<float>(std::pow((c + 0.055f) / 1.055f, 2.4f), 0, 1);
}
float luminance(const FloatComponents& sRGBComponents)
{
// Values from https://www.w3.org/TR/2008/REC-WCAG20-20081211/#relativeluminancedef
return 0.2126f * sRGBToLinearColorComponentForLuminance(sRGBComponents.components[0])
+ 0.7152f * sRGBToLinearColorComponentForLuminance(sRGBComponents.components[1])
+ 0.0722f * sRGBToLinearColorComponentForLuminance(sRGBComponents.components[2]);
}
float contrastRatio(const FloatComponents& componentsA, const FloatComponents& componentsB)
{
// Uses the WCAG 2.0 definition of contrast ratio.
// https://www.w3.org/TR/WCAG20/#contrast-ratiodef
float lighterLuminance = luminance(componentsA);
float darkerLuminance = luminance(componentsB);
if (lighterLuminance < darkerLuminance)
std::swap(lighterLuminance, darkerLuminance);
return (lighterLuminance + 0.05) / (darkerLuminance + 0.05);
}
FloatComponents sRGBToHSL(const FloatComponents& sRGBColor)
{
// http://en.wikipedia.org/wiki/HSL_color_space.
float r = sRGBColor.components[0];
float g = sRGBColor.components[1];
float b = sRGBColor.components[2];
float max = std::max(std::max(r, g), b);
float min = std::min(std::min(r, g), b);
float chroma = max - min;
float hue;
if (!chroma)
hue = 0;
else if (max == r)
hue = (60.0f * ((g - b) / chroma)) + 360.0f;
else if (max == g)
hue = (60.0f * ((b - r) / chroma)) + 120.0f;
else
hue = (60.0f * ((r - g) / chroma)) + 240.0f;
if (hue >= 360.0f)
hue -= 360.0f;
hue /= 360.0f;
float lightness = 0.5f * (max + min);
float saturation;
if (!chroma)
saturation = 0;
else if (lightness <= 0.5f)
saturation = (chroma / (max + min));
else
saturation = (chroma / (2.0f - (max + min)));
return {
hue,
saturation,
lightness,
sRGBColor.components[3]
};
}
// Hue is in the range 0-6, other args in 0-1.
static float calcHue(float temp1, float temp2, float hueVal)
{
if (hueVal < 0.0f)
hueVal += 6.0f;
else if (hueVal >= 6.0f)
hueVal -= 6.0f;
if (hueVal < 1.0f)
return temp1 + (temp2 - temp1) * hueVal;
if (hueVal < 3.0f)
return temp2;
if (hueVal < 4.0f)
return temp1 + (temp2 - temp1) * (4.0f - hueVal);
return temp1;
}
// Explanation of this algorithm can be found in the CSS Color 4 Module
// specification at https://drafts.csswg.org/css-color-4/#hsl-to-rgb with
// further explanation available at http://en.wikipedia.org/wiki/HSL_color_space
FloatComponents HSLToSRGB(const FloatComponents& hslColor)
{
float hue = hslColor.components[0];
float saturation = hslColor.components[1];
float lightness = hslColor.components[2];
// Convert back to RGB.
if (!saturation) {
return {
lightness,
lightness,
lightness,
hslColor.components[3]
};
}
float temp2 = lightness <= 0.5f ? lightness * (1.0f + saturation) : lightness + saturation - lightness * saturation;
float temp1 = 2.0f * lightness - temp2;
hue *= 6.0f; // calcHue() wants hue in the 0-6 range.
return {
calcHue(temp1, temp2, hue + 2.0f),
calcHue(temp1, temp2, hue),
calcHue(temp1, temp2, hue - 2.0f),
hslColor.components[3]
};
}
ColorMatrix::ColorMatrix()
{
makeIdentity();
}
ColorMatrix::ColorMatrix(float values[20])
{
m_matrix[0][0] = values[0];
m_matrix[0][1] = values[1];
m_matrix[0][2] = values[2];
m_matrix[0][3] = values[3];
m_matrix[0][4] = values[4];
m_matrix[1][0] = values[5];
m_matrix[1][1] = values[6];
m_matrix[1][2] = values[7];
m_matrix[1][3] = values[8];
m_matrix[1][4] = values[9];
m_matrix[2][0] = values[10];
m_matrix[2][1] = values[11];
m_matrix[2][2] = values[12];
m_matrix[2][3] = values[13];
m_matrix[2][4] = values[14];
m_matrix[3][0] = values[15];
m_matrix[3][1] = values[16];
m_matrix[3][2] = values[17];
m_matrix[3][3] = values[18];
m_matrix[3][4] = values[19];
}
void ColorMatrix::makeIdentity()
{
memset(m_matrix, 0, sizeof(m_matrix));
m_matrix[0][0] = 1;
m_matrix[1][1] = 1;
m_matrix[2][2] = 1;
m_matrix[3][3] = 1;
}
ColorMatrix ColorMatrix::grayscaleMatrix(float amount)
{
ColorMatrix matrix;
float oneMinusAmount = clampTo(1 - amount, 0.0, 1.0);
// Values from https://www.w3.org/TR/filter-effects-1/#grayscaleEquivalent
matrix.m_matrix[0][0] = 0.2126f + 0.7874f * oneMinusAmount;
matrix.m_matrix[0][1] = 0.7152f - 0.7152f * oneMinusAmount;
matrix.m_matrix[0][2] = 0.0722f - 0.0722f * oneMinusAmount;
matrix.m_matrix[1][0] = 0.2126f - 0.2126f * oneMinusAmount;
matrix.m_matrix[1][1] = 0.7152f + 0.2848f * oneMinusAmount;
matrix.m_matrix[1][2] = 0.0722f - 0.0722f * oneMinusAmount;
matrix.m_matrix[2][0] = 0.2126f - 0.2126f * oneMinusAmount;
matrix.m_matrix[2][1] = 0.7152f - 0.7152f * oneMinusAmount;
matrix.m_matrix[2][2] = 0.0722f + 0.9278f * oneMinusAmount;
return matrix;
}
ColorMatrix ColorMatrix::saturationMatrix(float amount)
{
ColorMatrix matrix;
// Values from https://www.w3.org/TR/filter-effects-1/#feColorMatrixElement
matrix.m_matrix[0][0] = 0.213f + 0.787f * amount;
matrix.m_matrix[0][1] = 0.715f - 0.715f * amount;
matrix.m_matrix[0][2] = 0.072f - 0.072f * amount;
matrix.m_matrix[1][0] = 0.213f - 0.213f * amount;
matrix.m_matrix[1][1] = 0.715f + 0.285f * amount;
matrix.m_matrix[1][2] = 0.072f - 0.072f * amount;
matrix.m_matrix[2][0] = 0.213f - 0.213f * amount;
matrix.m_matrix[2][1] = 0.715f - 0.715f * amount;
matrix.m_matrix[2][2] = 0.072f + 0.928f * amount;
return matrix;
}
ColorMatrix ColorMatrix::hueRotateMatrix(float angleInDegrees)
{
float cosHue = cos(deg2rad(angleInDegrees));
float sinHue = sin(deg2rad(angleInDegrees));
ColorMatrix matrix;
// Values from https://www.w3.org/TR/filter-effects-1/#feColorMatrixElement
matrix.m_matrix[0][0] = 0.213f + cosHue * 0.787f - sinHue * 0.213f;
matrix.m_matrix[0][1] = 0.715f - cosHue * 0.715f - sinHue * 0.715f;
matrix.m_matrix[0][2] = 0.072f - cosHue * 0.072f + sinHue * 0.928f;
matrix.m_matrix[1][0] = 0.213f - cosHue * 0.213f + sinHue * 0.143f;
matrix.m_matrix[1][1] = 0.715f + cosHue * 0.285f + sinHue * 0.140f;
matrix.m_matrix[1][2] = 0.072f - cosHue * 0.072f - sinHue * 0.283f;
matrix.m_matrix[2][0] = 0.213f - cosHue * 0.213f - sinHue * 0.787f;
matrix.m_matrix[2][1] = 0.715f - cosHue * 0.715f + sinHue * 0.715f;
matrix.m_matrix[2][2] = 0.072f + cosHue * 0.928f + sinHue * 0.072f;
return matrix;
}
ColorMatrix ColorMatrix::sepiaMatrix(float amount)
{
ColorMatrix matrix;
float oneMinusAmount = clampTo(1 - amount, 0.0, 1.0);
// Values from https://www.w3.org/TR/filter-effects-1/#sepiaEquivalent
matrix.m_matrix[0][0] = 0.393f + 0.607f * oneMinusAmount;
matrix.m_matrix[0][1] = 0.769f - 0.769f * oneMinusAmount;
matrix.m_matrix[0][2] = 0.189f - 0.189f * oneMinusAmount;
matrix.m_matrix[1][0] = 0.349f - 0.349f * oneMinusAmount;
matrix.m_matrix[1][1] = 0.686f + 0.314f * oneMinusAmount;
matrix.m_matrix[1][2] = 0.168f - 0.168f * oneMinusAmount;
matrix.m_matrix[2][0] = 0.272f - 0.272f * oneMinusAmount;
matrix.m_matrix[2][1] = 0.534f - 0.534f * oneMinusAmount;
matrix.m_matrix[2][2] = 0.131f + 0.869f * oneMinusAmount;
return matrix;
}
void ColorMatrix::transformColorComponents(FloatComponents& colorComonents) const
{
float red = colorComonents.components[0];
float green = colorComonents.components[1];
float blue = colorComonents.components[2];
float alpha = colorComonents.components[3];
colorComonents.components[0] = m_matrix[0][0] * red + m_matrix[0][1] * green + m_matrix[0][2] * blue + m_matrix[0][3] * alpha + m_matrix[0][4];
colorComonents.components[1] = m_matrix[1][0] * red + m_matrix[1][1] * green + m_matrix[1][2] * blue + m_matrix[1][3] * alpha + m_matrix[1][4];
colorComonents.components[2] = m_matrix[2][0] * red + m_matrix[2][1] * green + m_matrix[2][2] * blue + m_matrix[2][3] * alpha + m_matrix[2][4];
colorComonents.components[3] = m_matrix[3][0] * red + m_matrix[3][1] * green + m_matrix[3][2] * blue + m_matrix[3][3] * alpha + m_matrix[3][4];
}
} // namespace WebCore