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/*
* Copyright (C) 2021 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 INC. 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 INC. 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.
*/
#pragma once
#include "ColorConversion.h"
namespace WebCore {
class Color;
template<typename ColorType> inline double relativeLuminance(const ColorType& color)
{
// https://en.wikipedia.org/wiki/Relative_luminance
// FIXME: This can be optimized a bit by observing that in some cases the conversion
// to XYZA<float, WhitePoint::D65> in its entirety is unnecessary to get just the Y
// component. For instance, for SRGBA<float>, this could be done as:
//
// convertColor<LinearSRGBA<float>>(color) * LinearSRGBA<float>::linearToXYZ.row(1)
//
// (for a hypothetical row() function on ColorMatrix). We would probably want to implement
// this in ColorConversion.h as a sibling function to convertColor which can get a channel
// of a color in another space in this kind of optimal way.
return convertColor<XYZA<float, WhitePoint::D65>>(color).y;
}
inline double contrastRatio(double relativeLuminanceA, double relativeLuminanceB)
{
// Uses the WCAG 2.0 definition of contrast ratio.
// https://www.w3.org/TR/WCAG20/#contrast-ratiodef
auto lighterLuminance = relativeLuminanceA;
auto darkerLuminance = relativeLuminanceB;
if (lighterLuminance < darkerLuminance)
std::swap(lighterLuminance, darkerLuminance);
return (lighterLuminance + 0.05) / (darkerLuminance + 0.05);
}
template<typename ColorTypeA, typename ColorTypeB> inline double contrastRatio(const ColorTypeA& colorA, const ColorTypeB& colorB)
{
return contrastRatio(relativeLuminance(colorA), relativeLuminance(colorB));
}
double contrastRatio(const Color&, const Color&);
}