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ColorConversion.cpp
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#include "pch.h"
#include "ColorConversion.hpp"
AcrylicEverywhere::Rgb::Rgb(double r, double g, double b) : r{ r }, g{ g }, b{ b }
{
}
AcrylicEverywhere::Hsv::Hsv(double h, double s, double v) : h{ h }, s{ s }, v{ v }
{
}
std::optional<unsigned long> AcrylicEverywhere::TryParseInt(const std::wstring_view& s)
{
return TryParseInt(s, 10 /* base */);
}
std::optional<unsigned long> AcrylicEverywhere::TryParseInt(const std::wstring_view& str, int base)
{
// If we have a zero-length string, then we can immediately know
// that this is not a valid integer.
if (*str.data() == '\0')
{
return std::nullopt;
}
wchar_t* end;
// wcstoll takes in a string and converts as much as it as it can to an integer value,
// returning a pointer to the first element that it wasn't able to consider part of an integer.
// If we got all the way to the end of the string, then the whole thing was a valid string.
auto result = wcstoul(str.data(), &end, base);
if (*end == '\0')
{
return result;
}
return std::nullopt;
}
AcrylicEverywhere::Hsv AcrylicEverywhere::RgbToHsv(const Rgb& rgb)
{
double hue = 0;
double saturation = 0;
double value = 0;
const double max = rgb.r >= rgb.g ? (rgb.r >= rgb.b ? rgb.r : rgb.b) : (rgb.g >= rgb.b ? rgb.g : rgb.b);
const double min = rgb.r <= rgb.g ? (rgb.r <= rgb.b ? rgb.r : rgb.b) : (rgb.g <= rgb.b ? rgb.g : rgb.b);
// The value, a number between 0 and 1, is the largest of R, G, and B (divided by 255).
// Conceptually speaking, it represents how much color is present.
// If at least one of R, G, B is 255, then there exists as much color as there can be.
// If RGB = (0, 0, 0), then there exists no color at all - a value of zero corresponds
// to black (i.e., the absence of any color).
value = max;
// The "chroma" of the color is a value directly proportional to the extent to which
// the color diverges from greyscale. If, for example, we have RGB = (255, 255, 0),
// then the chroma is maximized - this is a pure yellow, no grey of any kind.
// On the other hand, if we have RGB = (128, 128, 128), then the chroma being zero
// implies that this color is pure greyscale, with no actual hue to be found.
const double chroma = max - min;
// If the chrome is zero, then hue is technically undefined - a greyscale color
// has no hue. For the sake of convenience, we'll just set hue to zero, since
// it will be unused in this circumstance. Since the color is purely grey,
// saturation is also equal to zero - you can think of saturation as basically
// a measure of hue intensity, such that no hue at all corresponds to a
// nonexistent intensity.
if (chroma == 0)
{
hue = 0.0;
saturation = 0.0;
}
else
{
// In this block, hue is properly defined, so we'll extract both hue
// and saturation information from the RGB color.
// Hue can be thought of as a cyclical thing, between 0 degrees and 360 degrees.
// A hue of 0 degrees is red; 120 degrees is green; 240 degrees is blue; and 360 is back to red.
// Every other hue is somewhere between either red and green, green and blue, and blue and red,
// so every other hue can be thought of as an angle on this color wheel.
// These if/else statements determines where on this color wheel our color lies.
if (rgb.r == max)
{
// If the red channel is the most pronounced channel, then we exist
// somewhere between (-60, 60) on the color wheel - i.e., the section around 0 degrees
// where red dominates. We figure out where in that section we are exactly
// by considering whether the green or the blue channel is greater - by subtracting green from blue,
// then if green is greater, we'll nudge ourselves closer to 60, whereas if blue is greater, then
// we'll nudge ourselves closer to -60. We then divide by chroma (which will actually make the result larger,
// since chroma is a value between 0 and 1) to normalize the value to ensure that we get the right hue
// even if we're very close to greyscale.
hue = 60 * (rgb.g - rgb.b) / chroma;
}
else if (rgb.g == max)
{
// We do the exact same for the case where the green channel is the most pronounced channel,
// only this time we want to see if we should tilt towards the blue direction or the red direction.
// We add 120 to center our value in the green third of the color wheel.
hue = 120 + 60 * (rgb.b - rgb.r) / chroma;
}
else // rgb.b == max
{
// And we also do the exact same for the case where the blue channel is the most pronounced channel,
// only this time we want to see if we should tilt towards the red direction or the green direction.
// We add 240 to center our value in the blue third of the color wheel.
hue = 240 + 60 * (rgb.r - rgb.g) / chroma;
}
// Since we want to work within the range [0, 360), we'll add 360 to any value less than zero -
// this will bump red values from within -60 to -1 to 300 to 359. The hue is the same at both values.
if (hue < 0.0)
{
hue += 360.0;
}
// The saturation, our final HSV axis, can be thought of as a value between 0 and 1 indicating how intense our color is.
// To find it, we divide the chroma - the distance between the minimum and the maximum RGB channels - by the maximum channel (i.e., the value).
// This effectively normalizes the chroma - if the maximum is 0.5 and the minimum is 0, the saturation will be (0.5 - 0) / 0.5 = 1,
// meaning that although this color is not as bright as it can be, the dark color is as intense as it possibly could be.
// If, on the other hand, the maximum is 0.5 and the minimum is 0.25, then the saturation will be (0.5 - 0.25) / 0.5 = 0.5,
// meaning that this color is partially washed out.
// A saturation value of 0 corresponds to a greyscale color, one in which the color is *completely* washed out and there is no actual hue.
saturation = chroma / value;
}
return Hsv(hue, saturation, value);
}
AcrylicEverywhere::Rgb AcrylicEverywhere::HsvToRgb(const AcrylicEverywhere::Hsv& hsv)
{
double hue = hsv.h;
double saturation = hsv.s;
double value = hsv.v;
// We want the hue to be between 0 and 359,
// so we first ensure that that's the case.
while (hue >= 360.0)
{
hue -= 360.0;
}
while (hue < 0.0)
{
hue += 360.0;
}
// We similarly clamp saturation and value between 0 and 1.
saturation = saturation < 0.0 ? 0.0 : saturation;
saturation = saturation > 1.0 ? 1.0 : saturation;
value = value < 0.0 ? 0.0 : value;
value = value > 1.0 ? 1.0 : value;
// The first thing that we need to do is to determine the chroma (see above for its definition).
// Remember from above that:
//
// 1. The chroma is the difference between the maximum and the minimum of the RGB channels,
// 2. The value is the maximum of the RGB channels, and
// 3. The saturation comes from dividing the chroma by the maximum of the RGB channels (i.e., the value).
//
// From these facts, you can see that we can retrieve the chroma by simply multiplying the saturation and the value,
// and we can retrieve the minimum of the RGB channels by subtracting the chroma from the value.
const double chroma = saturation * value;
const double min = value - chroma;
// If the chroma is zero, then we have a greyscale color. In that case, the maximum and the minimum RGB channels
// have the same value (and, indeed, all of the RGB channels are the same), so we can just immediately return
// the minimum value as the value of all the channels.
if (chroma == 0)
{
return AcrylicEverywhere::Rgb(min, min, min);
}
// If the chroma is not zero, then we need to continue. The first step is to figure out
// what section of the color wheel we're located in. In order to do that, we'll divide the hue by 60.
// The resulting value means we're in one of the following locations:
//
// 0 - Between red and yellow.
// 1 - Between yellow and green.
// 2 - Between green and cyan.
// 3 - Between cyan and blue.
// 4 - Between blue and purple.
// 5 - Between purple and red.
//
// In each of these sextants, one of the RGB channels is completely present, one is partially present, and one is not present.
// For example, as we transition between red and yellow, red is completely present, green is becoming increasingly present, and blue is not present.
// Then, as we transition from yellow and green, green is now completely present, red is becoming decreasingly present, and blue is still not present.
// As we transition from green to cyan, green is still completely present, blue is becoming increasingly present, and red is no longer present. And so on.
//
// To convert from hue to RGB value, we first need to figure out which of the three channels is in which configuration
// in the sextant that we're located in. Next, we figure out what value the completely-present color should have.
// We know that chroma = (max - min), and we know that this color is the max color, so to find its value we simply add
// min to chroma to retrieve max. Finally, we consider how far we've transitioned from the pure form of that color
// to the next color (e.g., how far we are from pure red towards yellow), and give a value to the partially present channel
// equal to the minimum plus the chroma (i.e., the max minus the min), multiplied by the percentage towards the new color.
// This gets us a value between the maximum and the minimum representing the partially present channel.
// Finally, the not-present color must be equal to the minimum value, since it is the one least participating in the overall color.
const int sextant = static_cast<int>(hue / 60);
const double intermediateColorPercentage = hue / 60 - sextant;
const double max = chroma + min;
double r = 0;
double g = 0;
double b = 0;
switch (sextant)
{
case 0:
r = max;
g = min + chroma * intermediateColorPercentage;
b = min;
break;
case 1:
r = min + chroma * (1 - intermediateColorPercentage);
g = max;
b = min;
break;
case 2:
r = min;
g = max;
b = min + chroma * intermediateColorPercentage;
break;
case 3:
r = min;
g = min + chroma * (1 - intermediateColorPercentage);
b = max;
break;
case 4:
r = min + chroma * intermediateColorPercentage;
g = min;
b = max;
break;
case 5:
r = max;
g = min;
b = min + chroma * (1 - intermediateColorPercentage);
break;
}
return AcrylicEverywhere::Rgb(r, g, b);
}
AcrylicEverywhere::Rgb AcrylicEverywhere::HexToRgb(const std::wstring_view& input)
{
const auto [rgb, a] = HexToRgba(input);
return rgb;
}
winrt::hstring AcrylicEverywhere::RgbToHex(const Rgb& rgb)
{
const byte rByte = static_cast<byte>(round(rgb.r * 255.0));
const byte gByte = static_cast<byte>(round(rgb.g * 255.0));
const byte bByte = static_cast<byte>(round(rgb.b * 255.0));
const unsigned long hexValue = (rByte << 16) + (gByte << 8) + bByte;
// We'll size this string to accommodate "#XXXXXX" - i.e., a full RGB number with a # sign.
wchar_t hexString[8];
winrt::check_hresult(StringCchPrintfW(&hexString[0], 8, L"#%06X", hexValue));
return winrt::hstring(hexString);
}
std::tuple<AcrylicEverywhere::Rgb, double> AcrylicEverywhere::HexToRgba(const std::wstring_view& input)
{
// The input always begins with a #, so we'll move past that.
auto ptr = input.data();
++ptr;
const auto hexValue = TryParseInt(ptr, 16);
// If we failed to parse the string into an integer, then we'll return all -1's.
// ARGB values can never be negative, so this is a convenient error state to use
// to indicate that this value should not actually be used.
if (!hexValue.has_value())
{
return { Rgb(-1, -1, -1), -1 };
}
const auto hex = hexValue.value();
const byte a = static_cast<byte>((hex & 0xff000000) >> 24);
const byte r = static_cast<byte>((hex & 0x00ff0000) >> 16);
const byte g = static_cast<byte>((hex & 0x0000ff00) >> 8);
const byte b = static_cast<byte>(hex & 0x000000ff);
return { Rgb(r / 255.0, g / 255.0, b / 255.0), a / 255.0 };
}
winrt::hstring AcrylicEverywhere::RgbaToHex(const AcrylicEverywhere::Rgb& rgb, double alpha)
{
const byte aByte = static_cast<byte>(round(alpha * 255.0));
const byte rByte = static_cast<byte>(round(rgb.r * 255.0));
const byte gByte = static_cast<byte>(round(rgb.g * 255.0));
const byte bByte = static_cast<byte>(round(rgb.b * 255.0));
const unsigned long hexValue = (aByte << 24) + (rByte << 16) + (gByte << 8) + (bByte & 0xff);
// We'll size this string to accommodate "#XXXXXXXX" - i.e., a full ARGB number with a # sign.
wchar_t hexString[10];
winrt::check_hresult(StringCchPrintfW(&hexString[0], 10, L"#%08X", hexValue));
return winrt::hstring(hexString);
}
winrt::Windows::UI::Color AcrylicEverywhere::ColorFromRgba(const AcrylicEverywhere::Rgb& rgb, double alpha)
{
return winrt::Windows::UI::ColorHelper::FromArgb(
static_cast<byte>(round(alpha * 255)),
static_cast<byte>(round(rgb.r * 255)),
static_cast<byte>(round(rgb.g * 255)),
static_cast<byte>(round(rgb.b * 255)));
}
AcrylicEverywhere::Rgb AcrylicEverywhere::RgbFromColor(const winrt::Windows::UI::Color& color)
{
return Rgb(color.R / 255.0, color.G / 255.0, color.B / 255.0);
}