hostile-takeover/texpack/ColorSys.cs
Nathan Fulton 806c698e7a Texpack initial commit
Texpack is a C# tool to build textures from the game art repository. Texpack takes a json as input. The json tells Texpack where the art is, what art to pack, and how to pack it. See texpack/texjson.py for input json generation, json structure, and Texpack customization options. Texpack outputs a json that maps each image filename to information such as what texture the image was packed in where it is within the texture.
2017-10-21 20:25:46 -04:00

157 lines
3.8 KiB
C#

using System;
namespace SpiffCode {
// www.programmingalgorithms.com/algorithm/hsl-to-rgb
// www.programmingalgorithms.com/algorithm/rgb-to-hsl
public struct RGB {
private byte _r;
private byte _g;
private byte _b;
public RGB(byte r, byte g, byte b) {
this._r = r;
this._g = g;
this._b = b;
}
public byte R {
get { return this._r; }
set { this._r = value; }
}
public byte G {
get { return this._g; }
set { this._g = value; }
}
public byte B {
get { return this._b; }
set { this._b = value; }
}
public bool Equals(RGB rgb) {
return (this.R == rgb.R) && (this.G == rgb.G) && (this.B == rgb.B);
}
}
public struct HSL {
private int _h;
private float _s;
private float _l;
public HSL(int h, float s, float l) {
this._h = h;
this._s = s;
this._l = l;
}
public int H {
get { return this._h; }
set { this._h = value; }
}
public float S {
get { return this._s; }
set { this._s = value; }
}
public float L {
get { return this._l; }
set { this._l = value; }
}
public bool Equals(HSL hsl) {
return (this.H == hsl.H) && (this.S == hsl.S) && (this.L == hsl.L);
}
}
public static class ColorSys {
public static HSL RGBToHSL(RGB rgb) {
HSL hsl = new HSL();
float r = (rgb.R / 255.0f);
float g = (rgb.G / 255.0f);
float b = (rgb.B / 255.0f);
float min = Math.Min(Math.Min(r, g), b);
float max = Math.Max(Math.Max(r, g), b);
float delta = max - min;
hsl.L = (max + min) / 2;
if (delta == 0) {
hsl.H = 0;
hsl.S = 0.0f;
} else {
hsl.S = (hsl.L <= 0.5) ? (delta / (max + min)) : (delta / (2 - max - min));
float hue;
if (r == max) {
hue = ((g - b) / 6) / delta;
} else if (g == max) {
hue = (1.0f / 3) + ((b - r) / 6) / delta;
} else {
hue = (2.0f / 3) + ((r - g) / 6) / delta;
}
if (hue < 0)
hue += 1;
if (hue > 1)
hue -= 1;
hsl.H = (int)(hue * 360);
}
return hsl;
}
public static RGB HSLToRGB(HSL hsl) {
byte r = 0;
byte g = 0;
byte b = 0;
if (hsl.S == 0) {
r = g = b = (byte)(hsl.L * 255);
} else {
float v1, v2;
float hue = (float)hsl.H / 360;
v2 = (hsl.L < 0.5) ? (hsl.L * (1 + hsl.S)) : ((hsl.L + hsl.S) - (hsl.L * hsl.S));
v1 = 2 * hsl.L - v2;
r = (byte)(255 * HueToRGB(v1, v2, hue + (1.0f / 3)));
g = (byte)(255 * HueToRGB(v1, v2, hue));
b = (byte)(255 * HueToRGB(v1, v2, hue - (1.0f / 3)));
}
return new RGB(r, g, b);
}
private static float HueToRGB(float v1, float v2, float vH) {
if (vH < 0)
vH += 1;
if (vH > 1)
vH -= 1;
if ((6 * vH) < 1)
return (v1 + (v2 - v1) * 6 * vH);
if ((2 * vH) < 1)
return v2;
if ((3 * vH) < 2)
return (v1 + (v2 - v1) * ((2.0f / 3) - vH) * 6);
return v1;
}
} // class ColorSys
} // namespace SpiffCode