diff options
-rw-r--r-- | COPYRIGHT.txt | 6 | ||||
-rw-r--r-- | core/math/color.cpp | 61 | ||||
-rw-r--r-- | core/math/color.h | 8 | ||||
-rw-r--r-- | core/variant/variant_call.cpp | 2 | ||||
-rw-r--r-- | core/variant/variant_setget.h | 4 | ||||
-rw-r--r-- | doc/classes/Color.xml | 18 | ||||
-rw-r--r-- | doc/classes/ColorPicker.xml | 3 | ||||
-rw-r--r-- | editor/editor_node.cpp | 4 | ||||
-rw-r--r-- | scene/gui/color_picker.cpp | 173 | ||||
-rw-r--r-- | scene/gui/color_picker.h | 6 | ||||
-rw-r--r-- | thirdparty/README.md | 9 | ||||
-rw-r--r-- | thirdparty/misc/ok_color.h | 688 | ||||
-rw-r--r-- | thirdparty/misc/ok_color_shader.h | 663 |
13 files changed, 1606 insertions, 39 deletions
diff --git a/COPYRIGHT.txt b/COPYRIGHT.txt index 06a5643dd3..842a8b0db5 100644 --- a/COPYRIGHT.txt +++ b/COPYRIGHT.txt @@ -321,6 +321,12 @@ Comment: Tangent Space Normal Maps implementation Copyright: 2011, Morten S. Mikkelsen License: Zlib +Files: ./thirdparty/misc/ok_color.h + ./thirdparty/misc/ok_color_shader.h +Comment: OK Lab color space +Copyright: 2021, Björn Ottosson +License: Expat + Files: ./thirdparty/noise/FastNoiseLite.h Comment: FastNoise Lite Copyright: 2020, Jordan Peck and contributors diff --git a/core/math/color.cpp b/core/math/color.cpp index 74552a2894..4bdeafd2f2 100644 --- a/core/math/color.cpp +++ b/core/math/color.cpp @@ -35,6 +35,8 @@ #include "core/string/print_string.h" #include "core/templates/rb_map.h" +#include "thirdparty/misc/ok_color.h" + uint32_t Color::to_argb32() const { uint32_t c = (uint8_t)Math::round(a * 255); c <<= 8; @@ -240,6 +242,20 @@ void Color::set_hsv(float p_h, float p_s, float p_v, float p_alpha) { } } +void Color::set_ok_hsl(float p_h, float p_s, float p_l, float p_alpha) { + ok_color::HSL hsl; + hsl.h = p_h; + hsl.s = p_s; + hsl.l = p_l; + ok_color new_ok_color; + ok_color::RGB rgb = new_ok_color.okhsl_to_srgb(hsl); + Color c = Color(rgb.r, rgb.g, rgb.b, p_alpha).clamp(); + r = c.r; + g = c.g; + b = c.b; + a = c.a; +} + bool Color::is_equal_approx(const Color &p_color) const { return Math::is_equal_approx(r, p_color.r) && Math::is_equal_approx(g, p_color.g) && Math::is_equal_approx(b, p_color.b) && Math::is_equal_approx(a, p_color.a); } @@ -568,3 +584,48 @@ Color Color::operator-() const { 1.0f - b, 1.0f - a); } + +Color Color::from_ok_hsl(float p_h, float p_s, float p_l, float p_alpha) { + Color c; + c.set_ok_hsl(p_h, p_s, p_l, p_alpha); + return c; +} + +float Color::get_ok_hsl_h() const { + ok_color::RGB rgb; + rgb.r = r; + rgb.g = g; + rgb.b = b; + ok_color new_ok_color; + ok_color::HSL ok_hsl = new_ok_color.srgb_to_okhsl(rgb); + if (Math::is_nan(ok_hsl.h)) { + return 0.0f; + } + return CLAMP(ok_hsl.h, 0.0f, 1.0f); +} + +float Color::get_ok_hsl_s() const { + ok_color::RGB rgb; + rgb.r = r; + rgb.g = g; + rgb.b = b; + ok_color new_ok_color; + ok_color::HSL ok_hsl = new_ok_color.srgb_to_okhsl(rgb); + if (Math::is_nan(ok_hsl.s)) { + return 0.0f; + } + return CLAMP(ok_hsl.s, 0.0f, 1.0f); +} + +float Color::get_ok_hsl_l() const { + ok_color::RGB rgb; + rgb.r = r; + rgb.g = g; + rgb.b = b; + ok_color new_ok_color; + ok_color::HSL ok_hsl = new_ok_color.srgb_to_okhsl(rgb); + if (Math::is_nan(ok_hsl.l)) { + return 0.0f; + } + return CLAMP(ok_hsl.l, 0.0f, 1.0f); +} diff --git a/core/math/color.h b/core/math/color.h index 91e0bf5532..0afa6006a8 100644 --- a/core/math/color.h +++ b/core/math/color.h @@ -56,6 +56,10 @@ struct _NO_DISCARD_ Color { float get_s() const; float get_v() const; void set_hsv(float p_h, float p_s, float p_v, float p_alpha = 1.0); + float get_ok_hsl_h() const; + float get_ok_hsl_s() const; + float get_ok_hsl_l() const; + void set_ok_hsl(float p_h, float p_s, float p_l, float p_alpha = 1.0); _FORCE_INLINE_ float &operator[](int p_idx) { return components[p_idx]; @@ -195,6 +199,7 @@ struct _NO_DISCARD_ Color { static Color get_named_color(int p_idx); static Color from_string(const String &p_string, const Color &p_default); static Color from_hsv(float p_h, float p_s, float p_v, float p_alpha = 1.0); + static Color from_ok_hsl(float p_h, float p_s, float p_l, float p_alpha = 1.0); static Color from_rgbe9995(uint32_t p_rgbe); _FORCE_INLINE_ bool operator<(const Color &p_color) const; //used in set keys @@ -213,6 +218,9 @@ struct _NO_DISCARD_ Color { _FORCE_INLINE_ void set_h(float p_h) { set_hsv(p_h, get_s(), get_v()); } _FORCE_INLINE_ void set_s(float p_s) { set_hsv(get_h(), p_s, get_v()); } _FORCE_INLINE_ void set_v(float p_v) { set_hsv(get_h(), get_s(), p_v); } + _FORCE_INLINE_ void set_ok_hsl_h(float p_h) { set_ok_hsl(p_h, get_ok_hsl_s(), get_ok_hsl_l()); } + _FORCE_INLINE_ void set_ok_hsl_s(float p_s) { set_ok_hsl(get_ok_hsl_h(), p_s, get_ok_hsl_l()); } + _FORCE_INLINE_ void set_ok_hsl_l(float p_l) { set_ok_hsl(get_ok_hsl_h(), get_ok_hsl_s(), p_l); } _FORCE_INLINE_ Color() {} diff --git a/core/variant/variant_call.cpp b/core/variant/variant_call.cpp index 3fe5ead347..e3c04d5805 100644 --- a/core/variant/variant_call.cpp +++ b/core/variant/variant_call.cpp @@ -1675,6 +1675,8 @@ static void _register_variant_builtin_methods() { bind_static_method(Color, get_named_color, sarray("idx"), varray()); bind_static_method(Color, from_string, sarray("str", "default"), varray()); bind_static_method(Color, from_hsv, sarray("h", "s", "v", "alpha"), varray(1.0)); + bind_static_method(Color, from_ok_hsl, sarray("h", "s", "l", "alpha"), varray(1.0)); + bind_static_method(Color, from_rgbe9995, sarray("rgbe"), varray()); /* RID */ diff --git a/core/variant/variant_setget.h b/core/variant/variant_setget.h index 3b95f0531b..bc4dc4b408 100644 --- a/core/variant/variant_setget.h +++ b/core/variant/variant_setget.h @@ -329,4 +329,8 @@ SETGET_NUMBER_STRUCT_FUNC(Color, double, h, set_h, get_h) SETGET_NUMBER_STRUCT_FUNC(Color, double, s, set_s, get_s) SETGET_NUMBER_STRUCT_FUNC(Color, double, v, set_v, get_v) +SETGET_NUMBER_STRUCT_FUNC(Color, double, ok_hsl_h, set_ok_hsl_h, get_ok_hsl_h) +SETGET_NUMBER_STRUCT_FUNC(Color, double, ok_hsl_s, set_ok_hsl_s, get_ok_hsl_s) +SETGET_NUMBER_STRUCT_FUNC(Color, double, ok_hsl_l, set_ok_hsl_l, get_ok_hsl_l) + #endif // VARIANT_SETGET_H diff --git a/doc/classes/Color.xml b/doc/classes/Color.xml index 7b8a57ed22..d5a62d2d75 100644 --- a/doc/classes/Color.xml +++ b/doc/classes/Color.xml @@ -165,6 +165,24 @@ [/codeblocks] </description> </method> + <method name="from_ok_hsl" qualifiers="static"> + <return type="Color" /> + <argument index="0" name="h" type="float" /> + <argument index="1" name="s" type="float" /> + <argument index="2" name="l" type="float" /> + <argument index="3" name="alpha" type="float" default="1.0" /> + <description> + Constructs a color from an [url=https://bottosson.github.io/posts/colorpicker/]OK HSL profile[/url]. [code]h[/code] (hue), [code]s[/code] (saturation), and [code]v[/code] (value) are typically between 0 and 1. + [codeblocks] + [gdscript] + var c = Color.from_ok_hsl(0.58, 0.5, 0.79, 0.8) + [/gdscript] + [csharp] + var c = Color.FromOkHsl(0.58f, 0.5f, 0.79f, 0.8f); + [/csharp] + [/codeblocks] + </description> + </method> <method name="from_rgbe9995" qualifiers="static"> <return type="Color" /> <argument index="0" name="rgbe" type="int" /> diff --git a/doc/classes/ColorPicker.xml b/doc/classes/ColorPicker.xml index 5c47d6fb54..7c9c4ed4d6 100644 --- a/doc/classes/ColorPicker.xml +++ b/doc/classes/ColorPicker.xml @@ -91,6 +91,9 @@ <constant name="SHAPE_VHS_CIRCLE" value="2" enum="PickerShapeType"> HSV Color Model circle color space. Use Saturation as a radius. </constant> + <constant name="SHAPE_OKHSL_CIRCLE" value="3" enum="PickerShapeType"> + HSL OK Color Model circle color space. + </constant> </constants> <theme_items> <theme_item name="h_width" data_type="constant" type="int" default="30"> diff --git a/editor/editor_node.cpp b/editor/editor_node.cpp index c59c7de603..e23c36c1d4 100644 --- a/editor/editor_node.cpp +++ b/editor/editor_node.cpp @@ -6109,8 +6109,8 @@ EditorNode::EditorNode() { EDITOR_DEF("interface/inspector/resources_to_open_in_new_inspector", "Script,MeshLibrary"); EDITOR_DEF("interface/inspector/default_color_picker_mode", 0); EditorSettings::get_singleton()->add_property_hint(PropertyInfo(Variant::INT, "interface/inspector/default_color_picker_mode", PROPERTY_HINT_ENUM, "RGB,HSV,RAW", PROPERTY_USAGE_DEFAULT)); - EDITOR_DEF("interface/inspector/default_color_picker_shape", (int32_t)ColorPicker::SHAPE_VHS_CIRCLE); - EditorSettings::get_singleton()->add_property_hint(PropertyInfo(Variant::INT, "interface/inspector/default_color_picker_shape", PROPERTY_HINT_ENUM, "HSV Rectangle,HSV Rectangle Wheel,VHS Circle", PROPERTY_USAGE_DEFAULT)); + EDITOR_DEF("interface/inspector/default_color_picker_shape", (int32_t)ColorPicker::SHAPE_OKHSL_CIRCLE); + EditorSettings::get_singleton()->add_property_hint(PropertyInfo(Variant::INT, "interface/inspector/default_color_picker_shape", PROPERTY_HINT_ENUM, "HSV Rectangle,HSV Rectangle Wheel,VHS Circle,OKHSL Circle", PROPERTY_USAGE_DEFAULT)); ED_SHORTCUT("canvas_item_editor/pan_view", TTR("Pan View"), Key::SPACE); diff --git a/scene/gui/color_picker.cpp b/scene/gui/color_picker.cpp index 6f7ad94139..5fff1e1df3 100644 --- a/scene/gui/color_picker.cpp +++ b/scene/gui/color_picker.cpp @@ -31,6 +31,7 @@ #include "color_picker.h" #include "core/input/input.h" +#include "core/math/color.h" #include "core/os/keyboard.h" #include "core/os/os.h" #include "scene/main/window.h" @@ -39,6 +40,9 @@ #include "editor/editor_settings.h" #endif +#include "thirdparty/misc/ok_color.h" +#include "thirdparty/misc/ok_color_shader.h" + List<Color> ColorPicker::preset_cache; void ColorPicker::_notification(int p_what) { @@ -102,6 +106,7 @@ void ColorPicker::_notification(int p_what) { Ref<Shader> ColorPicker::wheel_shader; Ref<Shader> ColorPicker::circle_shader; +Ref<Shader> ColorPicker::circle_ok_color_shader; void ColorPicker::init_shaders() { wheel_shader.instantiate(); @@ -152,11 +157,36 @@ void fragment() { COLOR = vec4(mix(vec3(1.0), clamp(abs(fract(vec3((a - TAU) / TAU) + vec3(1.0, 2.0 / 3.0, 1.0 / 3.0)) * 6.0 - vec3(3.0)) - vec3(1.0), 0.0, 1.0), ((float(sqrt(x * x + y * y)) * 2.0)) / 1.0) * vec3(v), (b + b2 + b3 + b4) / 4.00); })"); + + circle_ok_color_shader.instantiate(); + circle_ok_color_shader->set_code(OK_COLOR_SHADER + R"( +// ColorPicker ok color hsv circle shader. + +uniform float v = 1.0; + +void fragment() { + float x = UV.x - 0.5; + float y = UV.y - 0.5; + x += 0.001; + y += 0.001; + float b = float(sqrt(x * x + y * y) < 0.5); + x -= 0.002; + float b2 = float(sqrt(x * x + y * y) < 0.5); + y -= 0.002; + float b3 = float(sqrt(x * x + y * y) < 0.5); + x += 0.002; + float b4 = float(sqrt(x * x + y * y) < 0.5); + float s = sqrt(x * x + y * y); + float h = atan(y, x) / (2.0*M_PI); + vec3 col = okhsl_to_srgb(vec3(h, s, v)); + COLOR = vec4(col, (b + b2 + b3 + b4) / 4.00); +})"); } void ColorPicker::finish_shaders() { wheel_shader.unref(); circle_shader.unref(); + circle_ok_color_shader.unref(); } void ColorPicker::set_focus_on_line_edit() { @@ -166,8 +196,12 @@ void ColorPicker::set_focus_on_line_edit() { void ColorPicker::_update_controls() { const char *rgb[3] = { "R", "G", "B" }; const char *hsv[3] = { "H", "S", "V" }; - - if (hsv_mode_enabled) { + const char *hsl[3] = { "H", "S", "L" }; + if (hsv_mode_enabled && picker_type == SHAPE_OKHSL_CIRCLE) { + for (int i = 0; i < 3; i++) { + labels[i]->set_text(hsl[i]); + } + } else if (hsv_mode_enabled && picker_type != SHAPE_OKHSL_CIRCLE) { for (int i = 0; i < 3; i++) { labels[i]->set_text(hsv[i]); } @@ -176,14 +210,23 @@ void ColorPicker::_update_controls() { labels[i]->set_text(rgb[i]); } } - + if (picker_type == SHAPE_OKHSL_CIRCLE) { + btn_hsv->set_text(RTR("OKHSL")); + } else { + btn_hsv->set_text(RTR("HSV")); + } if (hsv_mode_enabled) { set_raw_mode(false); + set_hsv_mode(true); btn_raw->set_disabled(true); } else if (raw_mode_enabled) { + set_raw_mode(true); set_hsv_mode(false); + btn_raw->set_disabled(false); btn_hsv->set_disabled(true); } else { + set_raw_mode(false); + set_hsv_mode(false); btn_raw->set_disabled(false); btn_hsv->set_disabled(false); } @@ -236,8 +279,15 @@ void ColorPicker::_update_controls() { wheel_edit->show(); w_edit->show(); uv_edit->hide(); - wheel->set_material(circle_mat); + circle_mat->set_shader(circle_shader); + break; + case SHAPE_OKHSL_CIRCLE: + wheel_edit->show(); + w_edit->show(); + uv_edit->hide(); + wheel->set_material(circle_mat); + circle_mat->set_shader(circle_ok_color_shader); break; default: { } @@ -246,11 +296,17 @@ void ColorPicker::_update_controls() { void ColorPicker::_set_pick_color(const Color &p_color, bool p_update_sliders) { color = p_color; - if (color != last_hsv) { - h = color.get_h(); - s = color.get_s(); - v = color.get_v(); - last_hsv = color; + if (color != last_color) { + if (picker_type == SHAPE_OKHSL_CIRCLE) { + h = color.get_ok_hsl_h(); + s = color.get_ok_hsl_s(); + v = color.get_ok_hsl_l(); + } else { + h = color.get_h(); + s = color.get_s(); + v = color.get_v(); + } + last_color = color; } if (!is_inside_tree()) { @@ -301,10 +357,13 @@ void ColorPicker::_value_changed(double) { h = scroll[0]->get_value() / 360.0; s = scroll[1]->get_value() / 100.0; v = scroll[2]->get_value() / 100.0; - color.set_hsv(h, s, v, scroll[3]->get_value() / 255.0); - - last_hsv = color; + if (picker_type == SHAPE_OKHSL_CIRCLE) { + color.set_ok_hsl(h, s, v, Math::round(scroll[3]->get_value() / 255.0)); + } else { + color.set_hsv(h, s, v, Math::round(scroll[3]->get_value() / 255.0)); + } + last_color = color; } else { for (int i = 0; i < 4; i++) { color.components[i] = scroll[i]->get_value() / (raw_mode_enabled ? 1.0 : 255.0); @@ -342,7 +401,6 @@ void ColorPicker::_update_color(bool p_update_sliders) { for (int i = 0; i < 4; i++) { scroll[i]->set_step(1.0); } - scroll[0]->set_max(359); scroll[0]->set_value(h * 360.0); scroll[1]->set_max(100); @@ -350,7 +408,7 @@ void ColorPicker::_update_color(bool p_update_sliders) { scroll[2]->set_max(100); scroll[2]->set_value(v * 100.0); scroll[3]->set_max(255); - scroll[3]->set_value(color.components[3] * 255.0); + scroll[3]->set_value(Math::round(color.components[3] * 255.0)); } else { for (int i = 0; i < 4; i++) { if (raw_mode_enabled) { @@ -362,7 +420,7 @@ void ColorPicker::_update_color(bool p_update_sliders) { scroll[i]->set_value(color.components[i]); } else { scroll[i]->set_step(1); - const float byte_value = color.components[i] * 255.0; + const float byte_value = Math::round(color.components[i] * 255.0); scroll[i]->set_max(next_power_of_2(MAX(255, byte_value)) - 1); scroll[i]->set_value(byte_value); } @@ -426,7 +484,6 @@ Color ColorPicker::get_pick_color() const { void ColorPicker::set_picker_shape(PickerShapeType p_picker_type) { ERR_FAIL_INDEX(p_picker_type, SHAPE_MAX); picker_type = p_picker_type; - _update_controls(); _update_color(); } @@ -702,7 +759,7 @@ void ColorPicker::_hsv_draw(int p_which, Control *c) { Ref<Texture2D> cursor = get_theme_icon(SNAME("picker_cursor"), SNAME("ColorPicker")); int x; int y; - if (picker_type == SHAPE_VHS_CIRCLE) { + if (picker_type == SHAPE_VHS_CIRCLE || picker_type == SHAPE_OKHSL_CIRCLE) { x = center.x + (center.x * Math::cos(h * Math_TAU) * s) - (cursor->get_width() / 2); y = center.y + (center.y * Math::sin(h * Math_TAU) * s) - (cursor->get_height() / 2); } else { @@ -735,6 +792,25 @@ void ColorPicker::_hsv_draw(int p_which, Control *c) { Color col; col.set_hsv(h, 1, 1); c->draw_line(Point2(0, y), Point2(c->get_size().x, y), col.inverted()); + } else if (picker_type == SHAPE_OKHSL_CIRCLE) { + Vector<Point2> points; + Vector<Color> colors; + Color col; + col.set_ok_hsl(h, s, 1); + points.resize(4); + colors.resize(4); + points.set(0, Vector2()); + points.set(1, Vector2(c->get_size().x, 0)); + points.set(2, c->get_size()); + points.set(3, Vector2(0, c->get_size().y)); + colors.set(0, col); + colors.set(1, col); + colors.set(2, Color(0, 0, 0)); + colors.set(3, Color(0, 0, 0)); + c->draw_polygon(points, colors); + int y = c->get_size().y - c->get_size().y * CLAMP(v, 0, 1); + col.set_ok_hsl(h, 1, v); + c->draw_line(Point2(0, y), Point2(c->get_size().x, y), col.inverted()); } else if (picker_type == SHAPE_VHS_CIRCLE) { Vector<Point2> points; Vector<Color> colors; @@ -757,7 +833,7 @@ void ColorPicker::_hsv_draw(int p_which, Control *c) { } } else if (p_which == 2) { c->draw_rect(Rect2(Point2(), c->get_size()), Color(1, 1, 1)); - if (picker_type == SHAPE_VHS_CIRCLE) { + if (picker_type == SHAPE_VHS_CIRCLE || picker_type == SHAPE_OKHSL_CIRCLE) { circle_mat->set_shader_param("v", v); } } @@ -793,10 +869,19 @@ void ColorPicker::_slider_draw(int p_which) { } Color s_col; Color v_col; - s_col.set_hsv(h, 0, v); + if (picker_type == SHAPE_OKHSL_CIRCLE) { + s_col.set_ok_hsl(h, 0, v); + } else { + s_col.set_hsv(h, 0, v); + } left_color = (p_which == 1) ? s_col : Color(0, 0, 0); - s_col.set_hsv(h, 1, v); - v_col.set_hsv(h, s, 1); + if (picker_type == SHAPE_OKHSL_CIRCLE) { + s_col.set_ok_hsl(h, 1, v); + v_col.set_ok_hsl(h, s, 1); + } else { + s_col.set_hsv(h, 1, v); + v_col.set_hsv(h, s, 1); + } right_color = (p_which == 1) ? s_col : v_col; } else { left_color = Color( @@ -828,9 +913,8 @@ void ColorPicker::_uv_input(const Ref<InputEvent> &p_event, Control *c) { if (bev.is_valid()) { if (bev->is_pressed() && bev->get_button_index() == MouseButton::LEFT) { Vector2 center = c->get_size() / 2.0; - if (picker_type == SHAPE_VHS_CIRCLE) { + if (picker_type == SHAPE_VHS_CIRCLE || picker_type == SHAPE_OKHSL_CIRCLE) { real_t dist = center.distance_to(bev->get_position()); - if (dist <= center.x) { real_t rad = center.angle_to_point(bev->get_position()); h = ((rad >= 0) ? rad : (Math_TAU + rad)) / Math_TAU; @@ -867,8 +951,13 @@ void ColorPicker::_uv_input(const Ref<InputEvent> &p_event, Control *c) { } } changing_color = true; - color.set_hsv(h, s, v, color.a); - last_hsv = color; + if (picker_type == SHAPE_OKHSL_CIRCLE) { + color.set_ok_hsl(h, s, v, color.a); + } else if (picker_type != SHAPE_OKHSL_CIRCLE) { + color.set_hsv(h, s, v, color.a); + } + last_color = color; + set_pick_color(color); _update_color(); if (!deferred_mode_enabled) { @@ -892,7 +981,7 @@ void ColorPicker::_uv_input(const Ref<InputEvent> &p_event, Control *c) { } Vector2 center = c->get_size() / 2.0; - if (picker_type == SHAPE_VHS_CIRCLE) { + if (picker_type == SHAPE_VHS_CIRCLE || picker_type == SHAPE_OKHSL_CIRCLE) { real_t dist = center.distance_to(mev->get_position()); real_t rad = center.angle_to_point(mev->get_position()); h = ((rad >= 0) ? rad : (Math_TAU + rad)) / Math_TAU; @@ -913,9 +1002,12 @@ void ColorPicker::_uv_input(const Ref<InputEvent> &p_event, Control *c) { v = 1.0 - (y - corner_y) / real_size.y; } } - - color.set_hsv(h, s, v, color.a); - last_hsv = color; + if (picker_type != SHAPE_OKHSL_CIRCLE) { + color.set_hsv(h, s, v, color.a); + } else if (picker_type == SHAPE_OKHSL_CIRCLE) { + color.set_ok_hsl(h, s, v, color.a); + } + last_color = color; set_pick_color(color); _update_color(); if (!deferred_mode_enabled) { @@ -931,7 +1023,7 @@ void ColorPicker::_w_input(const Ref<InputEvent> &p_event) { if (bev->is_pressed() && bev->get_button_index() == MouseButton::LEFT) { changing_color = true; float y = CLAMP((float)bev->get_position().y, 0, w_edit->get_size().height); - if (picker_type == SHAPE_VHS_CIRCLE) { + if (picker_type == SHAPE_VHS_CIRCLE || picker_type == SHAPE_OKHSL_CIRCLE) { v = 1.0 - (y / w_edit->get_size().height); } else { h = y / w_edit->get_size().height; @@ -939,8 +1031,12 @@ void ColorPicker::_w_input(const Ref<InputEvent> &p_event) { } else { changing_color = false; } - color.set_hsv(h, s, v, color.a); - last_hsv = color; + if (picker_type != SHAPE_OKHSL_CIRCLE) { + color.set_hsv(h, s, v, color.a); + } else if (picker_type == SHAPE_OKHSL_CIRCLE) { + color.set_ok_hsl(h, s, v, color.a); + } + last_color = color; set_pick_color(color); _update_color(); if (!deferred_mode_enabled) { @@ -957,13 +1053,17 @@ void ColorPicker::_w_input(const Ref<InputEvent> &p_event) { return; } float y = CLAMP((float)mev->get_position().y, 0, w_edit->get_size().height); - if (picker_type == SHAPE_VHS_CIRCLE) { + if (picker_type == SHAPE_VHS_CIRCLE || picker_type == SHAPE_OKHSL_CIRCLE) { v = 1.0 - (y / w_edit->get_size().height); } else { h = y / w_edit->get_size().height; } - color.set_hsv(h, s, v, color.a); - last_hsv = color; + if (hsv_mode_enabled && picker_type != SHAPE_OKHSL_CIRCLE) { + color.set_hsv(h, s, v, color.a); + } else if (hsv_mode_enabled && picker_type == SHAPE_OKHSL_CIRCLE) { + color.set_ok_hsl(h, s, v, color.a); + } + last_color = color; set_pick_color(color); _update_color(); if (!deferred_mode_enabled) { @@ -1128,7 +1228,7 @@ void ColorPicker::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::BOOL, "hsv_mode"), "set_hsv_mode", "is_hsv_mode"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "raw_mode"), "set_raw_mode", "is_raw_mode"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "deferred_mode"), "set_deferred_mode", "is_deferred_mode"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "picker_shape", PROPERTY_HINT_ENUM, "HSV Rectangle,HSV Rectangle Wheel,VHS Circle"), "set_picker_shape", "get_picker_shape"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "picker_shape", PROPERTY_HINT_ENUM, "HSV Rectangle,HSV Rectangle Wheel,VHS Circle,OKHSL Circle"), "set_picker_shape", "get_picker_shape"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "presets_enabled"), "set_presets_enabled", "are_presets_enabled"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "presets_visible"), "set_presets_visible", "are_presets_visible"); @@ -1139,6 +1239,7 @@ void ColorPicker::_bind_methods() { BIND_ENUM_CONSTANT(SHAPE_HSV_RECTANGLE); BIND_ENUM_CONSTANT(SHAPE_HSV_WHEEL); BIND_ENUM_CONSTANT(SHAPE_VHS_CIRCLE); + BIND_ENUM_CONSTANT(SHAPE_OKHSL_CIRCLE); } ColorPicker::ColorPicker() : diff --git a/scene/gui/color_picker.h b/scene/gui/color_picker.h index 6f3e16009c..953be032ec 100644 --- a/scene/gui/color_picker.h +++ b/scene/gui/color_picker.h @@ -68,6 +68,7 @@ public: SHAPE_HSV_RECTANGLE, SHAPE_HSV_WHEEL, SHAPE_VHS_CIRCLE, + SHAPE_OKHSL_CIRCLE, SHAPE_MAX }; @@ -75,6 +76,7 @@ public: private: static Ref<Shader> wheel_shader; static Ref<Shader> circle_shader; + static Ref<Shader> circle_ok_color_shader; static List<Color> preset_cache; Control *screen = nullptr; @@ -124,7 +126,7 @@ private: float h = 0.0; float s = 0.0; float v = 0.0; - Color last_hsv; + Color last_color; void _html_submitted(const String &p_html); void _value_changed(double); @@ -161,6 +163,8 @@ public: void set_edit_alpha(bool p_show); bool is_editing_alpha() const; + int get_preset_size(); + void _set_pick_color(const Color &p_color, bool p_update_sliders); void set_pick_color(const Color &p_color); Color get_pick_color() const; diff --git a/thirdparty/README.md b/thirdparty/README.md index 31b19451b3..97ba4bdca4 100644 --- a/thirdparty/README.md +++ b/thirdparty/README.md @@ -432,6 +432,15 @@ Collection of single-file libraries used in Godot components. * Upstream: https://github.com/Auburn/FastNoiseLite * Version: git (6be3d6bf7fb408de341285f9ee8a29b67fd953f1, 2022) + custom changes * License: MIT +- `ok_color.h` + * Upstream: https://github.com/bottosson/bottosson.github.io/blob/master/misc/ok_color.h + * Version: git (d69831edb90ffdcd08b7e64da3c5405acd48ad2c, 2022) + * License: MIT + * Modifications: License included in header. +- `ok_color_shader.h` + * https://www.shadertoy.com/view/7sK3D1 + * Version: 2021-09-13 + * License: MIT - `pcg.{cpp,h}` * Upstream: http://www.pcg-random.org * Version: minimal C implementation, http://www.pcg-random.org/download.html diff --git a/thirdparty/misc/ok_color.h b/thirdparty/misc/ok_color.h new file mode 100644 index 0000000000..dbc7dafc36 --- /dev/null +++ b/thirdparty/misc/ok_color.h @@ -0,0 +1,688 @@ +// Copyright(c) 2021 Björn Ottosson +// +// Permission is hereby granted, free of charge, to any person obtaining a copy of +// this software and associated documentation files(the "Software"), to deal in +// the Software without restriction, including without limitation the rights to +// use, copy, modify, merge, publish, distribute, sublicense, and /or sell copies +// of the Software, and to permit persons to whom the Software is furnished to do +// so, subject to the following conditions : +// The above copyright notice and this permission notice shall be included in all +// copies or substantial portions of the Software. +// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE +// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +// SOFTWARE. + +#ifndef OK_COLOR_H +#define OK_COLOR_H + +#include <cmath> +#include <cfloat> + +class ok_color +{ +public: + +struct Lab { float L; float a; float b; }; +struct RGB { float r; float g; float b; }; +struct HSV { float h; float s; float v; }; +struct HSL { float h; float s; float l; }; +struct LC { float L; float C; }; + +// Alternative representation of (L_cusp, C_cusp) +// Encoded so S = C_cusp/L_cusp and T = C_cusp/(1-L_cusp) +// The maximum value for C in the triangle is then found as fmin(S*L, T*(1-L)), for a given L +struct ST { float S; float T; }; + +static constexpr float pi = 3.1415926535897932384626433832795028841971693993751058209749445923078164062f; + +float clamp(float x, float min, float max) +{ + if (x < min) + return min; + if (x > max) + return max; + + return x; +} + +float sgn(float x) +{ + return (float)(0.f < x) - (float)(x < 0.f); +} + +float srgb_transfer_function(float a) +{ + return .0031308f >= a ? 12.92f * a : 1.055f * powf(a, .4166666666666667f) - .055f; +} + +float srgb_transfer_function_inv(float a) +{ + return .04045f < a ? powf((a + .055f) / 1.055f, 2.4f) : a / 12.92f; +} + +Lab linear_srgb_to_oklab(RGB c) +{ + float l = 0.4122214708f * c.r + 0.5363325363f * c.g + 0.0514459929f * c.b; + float m = 0.2119034982f * c.r + 0.6806995451f * c.g + 0.1073969566f * c.b; + float s = 0.0883024619f * c.r + 0.2817188376f * c.g + 0.6299787005f * c.b; + + float l_ = cbrtf(l); + float m_ = cbrtf(m); + float s_ = cbrtf(s); + + return { + 0.2104542553f * l_ + 0.7936177850f * m_ - 0.0040720468f * s_, + 1.9779984951f * l_ - 2.4285922050f * m_ + 0.4505937099f * s_, + 0.0259040371f * l_ + 0.7827717662f * m_ - 0.8086757660f * s_, + }; +} + +RGB oklab_to_linear_srgb(Lab c) +{ + float l_ = c.L + 0.3963377774f * c.a + 0.2158037573f * c.b; + float m_ = c.L - 0.1055613458f * c.a - 0.0638541728f * c.b; + float s_ = c.L - 0.0894841775f * c.a - 1.2914855480f * c.b; + + float l = l_ * l_ * l_; + float m = m_ * m_ * m_; + float s = s_ * s_ * s_; + + return { + +4.0767416621f * l - 3.3077115913f * m + 0.2309699292f * s, + -1.2684380046f * l + 2.6097574011f * m - 0.3413193965f * s, + -0.0041960863f * l - 0.7034186147f * m + 1.7076147010f * s, + }; +} + +// Finds the maximum saturation possible for a given hue that fits in sRGB +// Saturation here is defined as S = C/L +// a and b must be normalized so a^2 + b^2 == 1 +float compute_max_saturation(float a, float b) +{ + // Max saturation will be when one of r, g or b goes below zero. + + // Select different coefficients depending on which component goes below zero first + float k0, k1, k2, k3, k4, wl, wm, ws; + + if (-1.88170328f * a - 0.80936493f * b > 1) + { + // Red component + k0 = +1.19086277f; k1 = +1.76576728f; k2 = +0.59662641f; k3 = +0.75515197f; k4 = +0.56771245f; + wl = +4.0767416621f; wm = -3.3077115913f; ws = +0.2309699292f; + } + else if (1.81444104f * a - 1.19445276f * b > 1) + { + // Green component + k0 = +0.73956515f; k1 = -0.45954404f; k2 = +0.08285427f; k3 = +0.12541070f; k4 = +0.14503204f; + wl = -1.2684380046f; wm = +2.6097574011f; ws = -0.3413193965f; + } + else + { + // Blue component + k0 = +1.35733652f; k1 = -0.00915799f; k2 = -1.15130210f; k3 = -0.50559606f; k4 = +0.00692167f; + wl = -0.0041960863f; wm = -0.7034186147f; ws = +1.7076147010f; + } + + // Approximate max saturation using a polynomial: + float S = k0 + k1 * a + k2 * b + k3 * a * a + k4 * a * b; + + // Do one step Halley's method to get closer + // this gives an error less than 10e6, except for some blue hues where the dS/dh is close to infinite + // this should be sufficient for most applications, otherwise do two/three steps + + float k_l = +0.3963377774f * a + 0.2158037573f * b; + float k_m = -0.1055613458f * a - 0.0638541728f * b; + float k_s = -0.0894841775f * a - 1.2914855480f * b; + + { + float l_ = 1.f + S * k_l; + float m_ = 1.f + S * k_m; + float s_ = 1.f + S * k_s; + + float l = l_ * l_ * l_; + float m = m_ * m_ * m_; + float s = s_ * s_ * s_; + + float l_dS = 3.f * k_l * l_ * l_; + float m_dS = 3.f * k_m * m_ * m_; + float s_dS = 3.f * k_s * s_ * s_; + + float l_dS2 = 6.f * k_l * k_l * l_; + float m_dS2 = 6.f * k_m * k_m * m_; + float s_dS2 = 6.f * k_s * k_s * s_; + + float f = wl * l + wm * m + ws * s; + float f1 = wl * l_dS + wm * m_dS + ws * s_dS; + float f2 = wl * l_dS2 + wm * m_dS2 + ws * s_dS2; + + S = S - f * f1 / (f1 * f1 - 0.5f * f * f2); + } + + return S; +} + +// finds L_cusp and C_cusp for a given hue +// a and b must be normalized so a^2 + b^2 == 1 +LC find_cusp(float a, float b) +{ + // First, find the maximum saturation (saturation S = C/L) + float S_cusp = compute_max_saturation(a, b); + + // Convert to linear sRGB to find the first point where at least one of r,g or b >= 1: + RGB rgb_at_max = oklab_to_linear_srgb({ 1, S_cusp * a, S_cusp * b }); + float L_cusp = cbrtf(1.f / fmax(fmax(rgb_at_max.r, rgb_at_max.g), rgb_at_max.b)); + float C_cusp = L_cusp * S_cusp; + + return { L_cusp , C_cusp }; +} + +// Finds intersection of the line defined by +// L = L0 * (1 - t) + t * L1; +// C = t * C1; +// a and b must be normalized so a^2 + b^2 == 1 +float find_gamut_intersection(float a, float b, float L1, float C1, float L0, LC cusp) +{ + // Find the intersection for upper and lower half seprately + float t; + if (((L1 - L0) * cusp.C - (cusp.L - L0) * C1) <= 0.f) + { + // Lower half + + t = cusp.C * L0 / (C1 * cusp.L + cusp.C * (L0 - L1)); + } + else + { + // Upper half + + // First intersect with triangle + t = cusp.C * (L0 - 1.f) / (C1 * (cusp.L - 1.f) + cusp.C * (L0 - L1)); + + // Then one step Halley's method + { + float dL = L1 - L0; + float dC = C1; + + float k_l = +0.3963377774f * a + 0.2158037573f * b; + float k_m = -0.1055613458f * a - 0.0638541728f * b; + float k_s = -0.0894841775f * a - 1.2914855480f * b; + + float l_dt = dL + dC * k_l; + float m_dt = dL + dC * k_m; + float s_dt = dL + dC * k_s; + + + // If higher accuracy is required, 2 or 3 iterations of the following block can be used: + { + float L = L0 * (1.f - t) + t * L1; + float C = t * C1; + + float l_ = L + C * k_l; + float m_ = L + C * k_m; + float s_ = L + C * k_s; + + float l = l_ * l_ * l_; + float m = m_ * m_ * m_; + float s = s_ * s_ * s_; + + float ldt = 3 * l_dt * l_ * l_; + float mdt = 3 * m_dt * m_ * m_; + float sdt = 3 * s_dt * s_ * s_; + + float ldt2 = 6 * l_dt * l_dt * l_; + float mdt2 = 6 * m_dt * m_dt * m_; + float sdt2 = 6 * s_dt * s_dt * s_; + + float r = 4.0767416621f * l - 3.3077115913f * m + 0.2309699292f * s - 1; + float r1 = 4.0767416621f * ldt - 3.3077115913f * mdt + 0.2309699292f * sdt; + float r2 = 4.0767416621f * ldt2 - 3.3077115913f * mdt2 + 0.2309699292f * sdt2; + + float u_r = r1 / (r1 * r1 - 0.5f * r * r2); + float t_r = -r * u_r; + + float g = -1.2684380046f * l + 2.6097574011f * m - 0.3413193965f * s - 1; + float g1 = -1.2684380046f * ldt + 2.6097574011f * mdt - 0.3413193965f * sdt; + float g2 = -1.2684380046f * ldt2 + 2.6097574011f * mdt2 - 0.3413193965f * sdt2; + + float u_g = g1 / (g1 * g1 - 0.5f * g * g2); + float t_g = -g * u_g; + + b = -0.0041960863f * l - 0.7034186147f * m + 1.7076147010f * s - 1; + float b1 = -0.0041960863f * ldt - 0.7034186147f * mdt + 1.7076147010f * sdt; + float b2 = -0.0041960863f * ldt2 - 0.7034186147f * mdt2 + 1.7076147010f * sdt2; + + float u_b = b1 / (b1 * b1 - 0.5f * b * b2); + float t_b = -b * u_b; + + t_r = u_r >= 0.f ? t_r : FLT_MAX; + t_g = u_g >= 0.f ? t_g : FLT_MAX; + t_b = u_b >= 0.f ? t_b : FLT_MAX; + + t += fmin(t_r, fmin(t_g, t_b)); + } + } + } + + return t; +} + +float find_gamut_intersection(float a, float b, float L1, float C1, float L0) +{ + // Find the cusp of the gamut triangle + LC cusp = find_cusp(a, b); + + return find_gamut_intersection(a, b, L1, C1, L0, cusp); +} + +RGB gamut_clip_preserve_chroma(RGB rgb) +{ + if (rgb.r < 1 && rgb.g < 1 && rgb.b < 1 && rgb.r > 0 && rgb.g > 0 && rgb.b > 0) + return rgb; + + Lab lab = linear_srgb_to_oklab(rgb); + + float L = lab.L; + float eps = 0.00001f; + float C = fmax(eps, sqrtf(lab.a * lab.a + lab.b * lab.b)); + float a_ = lab.a / C; + float b_ = lab.b / C; + + float L0 = clamp(L, 0, 1); + + float t = find_gamut_intersection(a_, b_, L, C, L0); + float L_clipped = L0 * (1 - t) + t * L; + float C_clipped = t * C; + + return oklab_to_linear_srgb({ L_clipped, C_clipped * a_, C_clipped * b_ }); +} + +RGB gamut_clip_project_to_0_5(RGB rgb) +{ + if (rgb.r < 1 && rgb.g < 1 && rgb.b < 1 && rgb.r > 0 && rgb.g > 0 && rgb.b > 0) + return rgb; + + Lab lab = linear_srgb_to_oklab(rgb); + + float L = lab.L; + float eps = 0.00001f; + float C = fmax(eps, sqrtf(lab.a * lab.a + lab.b * lab.b)); + float a_ = lab.a / C; + float b_ = lab.b / C; + + float L0 = 0.5; + + float t = find_gamut_intersection(a_, b_, L, C, L0); + float L_clipped = L0 * (1 - t) + t * L; + float C_clipped = t * C; + + return oklab_to_linear_srgb({ L_clipped, C_clipped * a_, C_clipped * b_ }); +} + +RGB gamut_clip_project_to_L_cusp(RGB rgb) +{ + if (rgb.r < 1 && rgb.g < 1 && rgb.b < 1 && rgb.r > 0 && rgb.g > 0 && rgb.b > 0) + return rgb; + + Lab lab = linear_srgb_to_oklab(rgb); + + float L = lab.L; + float eps = 0.00001f; + float C = fmax(eps, sqrtf(lab.a * lab.a + lab.b * lab.b)); + float a_ = lab.a / C; + float b_ = lab.b / C; + + // The cusp is computed here and in find_gamut_intersection, an optimized solution would only compute it once. + LC cusp = find_cusp(a_, b_); + + float L0 = cusp.L; + + float t = find_gamut_intersection(a_, b_, L, C, L0); + + float L_clipped = L0 * (1 - t) + t * L; + float C_clipped = t * C; + + return oklab_to_linear_srgb({ L_clipped, C_clipped * a_, C_clipped * b_ }); +} + +RGB gamut_clip_adaptive_L0_0_5(RGB rgb, float alpha = 0.05f) +{ + if (rgb.r < 1 && rgb.g < 1 && rgb.b < 1 && rgb.r > 0 && rgb.g > 0 && rgb.b > 0) + return rgb; + + Lab lab = linear_srgb_to_oklab(rgb); + + float L = lab.L; + float eps = 0.00001f; + float C = fmax(eps, sqrtf(lab.a * lab.a + lab.b * lab.b)); + float a_ = lab.a / C; + float b_ = lab.b / C; + + float Ld = L - 0.5f; + float e1 = 0.5f + fabs(Ld) + alpha * C; + float L0 = 0.5f * (1.f + sgn(Ld) * (e1 - sqrtf(e1 * e1 - 2.f * fabs(Ld)))); + + float t = find_gamut_intersection(a_, b_, L, C, L0); + float L_clipped = L0 * (1.f - t) + t * L; + float C_clipped = t * C; + + return oklab_to_linear_srgb({ L_clipped, C_clipped * a_, C_clipped * b_ }); +} + +RGB gamut_clip_adaptive_L0_L_cusp(RGB rgb, float alpha = 0.05f) +{ + if (rgb.r < 1 && rgb.g < 1 && rgb.b < 1 && rgb.r > 0 && rgb.g > 0 && rgb.b > 0) + return rgb; + + Lab lab = linear_srgb_to_oklab(rgb); + + float L = lab.L; + float eps = 0.00001f; + float C = fmax(eps, sqrtf(lab.a * lab.a + lab.b * lab.b)); + float a_ = lab.a / C; + float b_ = lab.b / C; + + // The cusp is computed here and in find_gamut_intersection, an optimized solution would only compute it once. + LC cusp = find_cusp(a_, b_); + + float Ld = L - cusp.L; + float k = 2.f * (Ld > 0 ? 1.f - cusp.L : cusp.L); + + float e1 = 0.5f * k + fabs(Ld) + alpha * C / k; + float L0 = cusp.L + 0.5f * (sgn(Ld) * (e1 - sqrtf(e1 * e1 - 2.f * k * fabs(Ld)))); + + float t = find_gamut_intersection(a_, b_, L, C, L0); + float L_clipped = L0 * (1.f - t) + t * L; + float C_clipped = t * C; + + return oklab_to_linear_srgb({ L_clipped, C_clipped * a_, C_clipped * b_ }); +} + +float toe(float x) +{ + constexpr float k_1 = 0.206f; + constexpr float k_2 = 0.03f; + constexpr float k_3 = (1.f + k_1) / (1.f + k_2); + return 0.5f * (k_3 * x - k_1 + sqrtf((k_3 * x - k_1) * (k_3 * x - k_1) + 4 * k_2 * k_3 * x)); +} + +float toe_inv(float x) +{ + constexpr float k_1 = 0.206f; + constexpr float k_2 = 0.03f; + constexpr float k_3 = (1.f + k_1) / (1.f + k_2); + return (x * x + k_1 * x) / (k_3 * (x + k_2)); +} + +ST to_ST(LC cusp) +{ + float L = cusp.L; + float C = cusp.C; + return { C / L, C / (1 - L) }; +} + +// Returns a smooth approximation of the location of the cusp +// This polynomial was created by an optimization process +// It has been designed so that S_mid < S_max and T_mid < T_max +ST get_ST_mid(float a_, float b_) +{ + float S = 0.11516993f + 1.f / ( + +7.44778970f + 4.15901240f * b_ + + a_ * (-2.19557347f + 1.75198401f * b_ + + a_ * (-2.13704948f - 10.02301043f * b_ + + a_ * (-4.24894561f + 5.38770819f * b_ + 4.69891013f * a_ + ))) + ); + + float T = 0.11239642f + 1.f / ( + +1.61320320f - 0.68124379f * b_ + + a_ * (+0.40370612f + 0.90148123f * b_ + + a_ * (-0.27087943f + 0.61223990f * b_ + + a_ * (+0.00299215f - 0.45399568f * b_ - 0.14661872f * a_ + ))) + ); + + return { S, T }; +} + +struct Cs { float C_0; float C_mid; float C_max; }; +Cs get_Cs(float L, float a_, float b_) +{ + LC cusp = find_cusp(a_, b_); + + float C_max = find_gamut_intersection(a_, b_, L, 1, L, cusp); + ST ST_max = to_ST(cusp); + + // Scale factor to compensate for the curved part of gamut shape: + float k = C_max / fmin((L * ST_max.S), (1 - L) * ST_max.T); + + float C_mid; + { + ST ST_mid = get_ST_mid(a_, b_); + + // Use a soft minimum function, instead of a sharp triangle shape to get a smooth value for chroma. + float C_a = L * ST_mid.S; + float C_b = (1.f - L) * ST_mid.T; + C_mid = 0.9f * k * sqrtf(sqrtf(1.f / (1.f / (C_a * C_a * C_a * C_a) + 1.f / (C_b * C_b * C_b * C_b)))); + } + + float C_0; + { + // for C_0, the shape is independent of hue, so ST are constant. Values picked to roughly be the average values of ST. + float C_a = L * 0.4f; + float C_b = (1.f - L) * 0.8f; + + // Use a soft minimum function, instead of a sharp triangle shape to get a smooth value for chroma. + C_0 = sqrtf(1.f / (1.f / (C_a * C_a) + 1.f / (C_b * C_b))); + } + + return { C_0, C_mid, C_max }; +} + +RGB okhsl_to_srgb(HSL hsl) +{ + float h = hsl.h; + float s = hsl.s; + float l = hsl.l; + + if (l == 1.0f) + { + return { 1.f, 1.f, 1.f }; + } + + else if (l == 0.f) + { + return { 0.f, 0.f, 0.f }; + } + + float a_ = cosf(2.f * pi * h); + float b_ = sinf(2.f * pi * h); + float L = toe_inv(l); + + Cs cs = get_Cs(L, a_, b_); + float C_0 = cs.C_0; + float C_mid = cs.C_mid; + float C_max = cs.C_max; + + float mid = 0.8f; + float mid_inv = 1.25f; + + float C, t, k_0, k_1, k_2; + + if (s < mid) + { + t = mid_inv * s; + + k_1 = mid * C_0; + k_2 = (1.f - k_1 / C_mid); + + C = t * k_1 / (1.f - k_2 * t); + } + else + { + t = (s - mid)/ (1 - mid); + + k_0 = C_mid; + k_1 = (1.f - mid) * C_mid * C_mid * mid_inv * mid_inv / C_0; + k_2 = (1.f - (k_1) / (C_max - C_mid)); + + C = k_0 + t * k_1 / (1.f - k_2 * t); + } + + RGB rgb = oklab_to_linear_srgb({ L, C * a_, C * b_ }); + return { + srgb_transfer_function(rgb.r), + srgb_transfer_function(rgb.g), + srgb_transfer_function(rgb.b), + }; +} + +HSL srgb_to_okhsl(RGB rgb) +{ + Lab lab = linear_srgb_to_oklab({ + srgb_transfer_function_inv(rgb.r), + srgb_transfer_function_inv(rgb.g), + srgb_transfer_function_inv(rgb.b) + }); + + float C = sqrtf(lab.a * lab.a + lab.b * lab.b); + float a_ = lab.a / C; + float b_ = lab.b / C; + + float L = lab.L; + float h = 0.5f + 0.5f * atan2f(-lab.b, -lab.a) / pi; + + Cs cs = get_Cs(L, a_, b_); + float C_0 = cs.C_0; + float C_mid = cs.C_mid; + float C_max = cs.C_max; + + // Inverse of the interpolation in okhsl_to_srgb: + + float mid = 0.8f; + float mid_inv = 1.25f; + + float s; + if (C < C_mid) + { + float k_1 = mid * C_0; + float k_2 = (1.f - k_1 / C_mid); + + float t = C / (k_1 + k_2 * C); + s = t * mid; + } + else + { + float k_0 = C_mid; + float k_1 = (1.f - mid) * C_mid * C_mid * mid_inv * mid_inv / C_0; + float k_2 = (1.f - (k_1) / (C_max - C_mid)); + + float t = (C - k_0) / (k_1 + k_2 * (C - k_0)); + s = mid + (1.f - mid) * t; + } + + float l = toe(L); + return { h, s, l }; +} + + +RGB okhsv_to_srgb(HSV hsv) +{ + float h = hsv.h; + float s = hsv.s; + float v = hsv.v; + + float a_ = cosf(2.f * pi * h); + float b_ = sinf(2.f * pi * h); + + LC cusp = find_cusp(a_, b_); + ST ST_max = to_ST(cusp); + float S_max = ST_max.S; + float T_max = ST_max.T; + float S_0 = 0.5f; + float k = 1 - S_0 / S_max; + + // first we compute L and V as if the gamut is a perfect triangle: + + // L, C when v==1: + float L_v = 1 - s * S_0 / (S_0 + T_max - T_max * k * s); + float C_v = s * T_max * S_0 / (S_0 + T_max - T_max * k * s); + + float L = v * L_v; + float C = v * C_v; + + // then we compensate for both toe and the curved top part of the triangle: + float L_vt = toe_inv(L_v); + float C_vt = C_v * L_vt / L_v; + + float L_new = toe_inv(L); + C = C * L_new / L; + L = L_new; + + RGB rgb_scale = oklab_to_linear_srgb({ L_vt, a_ * C_vt, b_ * C_vt }); + float scale_L = cbrtf(1.f / fmax(fmax(rgb_scale.r, rgb_scale.g), fmax(rgb_scale.b, 0.f))); + + L = L * scale_L; + C = C * scale_L; + + RGB rgb = oklab_to_linear_srgb({ L, C * a_, C * b_ }); + return { + srgb_transfer_function(rgb.r), + srgb_transfer_function(rgb.g), + srgb_transfer_function(rgb.b), + }; +} + +HSV srgb_to_okhsv(RGB rgb) +{ + Lab lab = linear_srgb_to_oklab({ + srgb_transfer_function_inv(rgb.r), + srgb_transfer_function_inv(rgb.g), + srgb_transfer_function_inv(rgb.b) + }); + + float C = sqrtf(lab.a * lab.a + lab.b * lab.b); + float a_ = lab.a / C; + float b_ = lab.b / C; + + float L = lab.L; + float h = 0.5f + 0.5f * atan2f(-lab.b, -lab.a) / pi; + + LC cusp = find_cusp(a_, b_); + ST ST_max = to_ST(cusp); + float S_max = ST_max.S; + float T_max = ST_max.T; + float S_0 = 0.5f; + float k = 1 - S_0 / S_max; + + // first we find L_v, C_v, L_vt and C_vt + + float t = T_max / (C + L * T_max); + float L_v = t * L; + float C_v = t * C; + + float L_vt = toe_inv(L_v); + float C_vt = C_v * L_vt / L_v; + + // we can then use these to invert the step that compensates for the toe and the curved top part of the triangle: + RGB rgb_scale = oklab_to_linear_srgb({ L_vt, a_ * C_vt, b_ * C_vt }); + float scale_L = cbrtf(1.f / fmax(fmax(rgb_scale.r, rgb_scale.g), fmax(rgb_scale.b, 0.f))); + + L = L / scale_L; + C = C / scale_L; + + C = C * toe(L) / L; + L = toe(L); + + // we can now compute v and s: + + float v = L / L_v; + float s = (S_0 + T_max) * C_v / ((T_max * S_0) + T_max * k * C_v); + + return { h, s, v }; +} + +}; +#endif // OK_COLOR_H diff --git a/thirdparty/misc/ok_color_shader.h b/thirdparty/misc/ok_color_shader.h new file mode 100644 index 0000000000..40d83366ee --- /dev/null +++ b/thirdparty/misc/ok_color_shader.h @@ -0,0 +1,663 @@ +// Copyright(c) 2021 Björn Ottosson +// +// Permission is hereby granted, free of charge, to any person obtaining a copy of +// this software and associated documentation files(the "Software"), to deal in +// the Software without restriction, including without limitation the rights to +// use, copy, modify, merge, publish, distribute, sublicense, and /or sell copies +// of the Software, and to permit persons to whom the Software is furnished to do +// so, subject to the following conditions : +// The above copyright notice and this permission notice shall be included in all +// copies or substantial portions of the Software. +// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE +// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +// SOFTWARE. + +#ifndef OK_COLOR_SHADER_H +#define OK_COLOR_SHADER_H + +#include "core/string/ustring.h" + +static String OK_COLOR_SHADER = R"(shader_type canvas_item; + +const float M_PI = 3.1415926535897932384626433832795; + +float cbrt( float x ) +{ + return sign(x)*pow(abs(x),1.0f/3.0f); +} + +float srgb_transfer_function(float a) +{ + return .0031308f >= a ? 12.92f * a : 1.055f * pow(a, .4166666666666667f) - .055f; +} + +float srgb_transfer_function_inv(float a) +{ + return .04045f < a ? pow((a + .055f) / 1.055f, 2.4f) : a / 12.92f; +} + +vec3 linear_srgb_to_oklab(vec3 c) +{ + float l = 0.4122214708f * c.r + 0.5363325363f * c.g + 0.0514459929f * c.b; + float m = 0.2119034982f * c.r + 0.6806995451f * c.g + 0.1073969566f * c.b; + float s = 0.0883024619f * c.r + 0.2817188376f * c.g + 0.6299787005f * c.b; + + float l_ = cbrt(l); + float m_ = cbrt(m); + float s_ = cbrt(s); + + return vec3( + 0.2104542553f * l_ + 0.7936177850f * m_ - 0.0040720468f * s_, + 1.9779984951f * l_ - 2.4285922050f * m_ + 0.4505937099f * s_, + 0.0259040371f * l_ + 0.7827717662f * m_ - 0.8086757660f * s_ + ); +} + +vec3 oklab_to_linear_srgb(vec3 c) +{ + float l_ = c.x + 0.3963377774f * c.y + 0.2158037573f * c.z; + float m_ = c.x - 0.1055613458f * c.y - 0.0638541728f * c.z; + float s_ = c.x - 0.0894841775f * c.y - 1.2914855480f * c.z; + + float l = l_ * l_ * l_; + float m = m_ * m_ * m_; + float s = s_ * s_ * s_; + + return vec3( + +4.0767416621f * l - 3.3077115913f * m + 0.2309699292f * s, + -1.2684380046f * l + 2.6097574011f * m - 0.3413193965f * s, + -0.0041960863f * l - 0.7034186147f * m + 1.7076147010f * s + ); +} + +// Finds the maximum saturation possible for a given hue that fits in sRGB +// Saturation here is defined as S = C/L +// a and b must be normalized so a^2 + b^2 == 1 +float compute_max_saturation(float a, float b) +{ + // Max saturation will be when one of r, g or b goes below zero. + + // Select different coefficients depending on which component goes below zero first + float k0, k1, k2, k3, k4, wl, wm, ws; + + if (-1.88170328f * a - 0.80936493f * b > 1.f) + { + // Red component + k0 = +1.19086277f; k1 = +1.76576728f; k2 = +0.59662641f; k3 = +0.75515197f; k4 = +0.56771245f; + wl = +4.0767416621f; wm = -3.3077115913f; ws = +0.2309699292f; + } + else if (1.81444104f * a - 1.19445276f * b > 1.f) + { + // Green component + k0 = +0.73956515f; k1 = -0.45954404f; k2 = +0.08285427f; k3 = +0.12541070f; k4 = +0.14503204f; + wl = -1.2684380046f; wm = +2.6097574011f; ws = -0.3413193965f; + } + else + { + // Blue component + k0 = +1.35733652f; k1 = -0.00915799f; k2 = -1.15130210f; k3 = -0.50559606f; k4 = +0.00692167f; + wl = -0.0041960863f; wm = -0.7034186147f; ws = +1.7076147010f; + } + + // Approximate max saturation using a polynomial: + float S = k0 + k1 * a + k2 * b + k3 * a * a + k4 * a * b; + + // Do one step Halley's method to get closer + // this gives an error less than 10e6, except for some blue hues where the dS/dh is close to infinite + // this should be sufficient for most applications, otherwise do two/three steps + + float k_l = +0.3963377774f * a + 0.2158037573f * b; + float k_m = -0.1055613458f * a - 0.0638541728f * b; + float k_s = -0.0894841775f * a - 1.2914855480f * b; + + { + float l_ = 1.f + S * k_l; + float m_ = 1.f + S * k_m; + float s_ = 1.f + S * k_s; + + float l = l_ * l_ * l_; + float m = m_ * m_ * m_; + float s = s_ * s_ * s_; + + float l_dS = 3.f * k_l * l_ * l_; + float m_dS = 3.f * k_m * m_ * m_; + float s_dS = 3.f * k_s * s_ * s_; + + float l_dS2 = 6.f * k_l * k_l * l_; + float m_dS2 = 6.f * k_m * k_m * m_; + float s_dS2 = 6.f * k_s * k_s * s_; + + float f = wl * l + wm * m + ws * s; + float f1 = wl * l_dS + wm * m_dS + ws * s_dS; + float f2 = wl * l_dS2 + wm * m_dS2 + ws * s_dS2; + + S = S - f * f1 / (f1 * f1 - 0.5f * f * f2); + } + + return S; +} + +// finds L_cusp and C_cusp for a given hue +// a and b must be normalized so a^2 + b^2 == 1 +vec2 find_cusp(float a, float b) +{ + // First, find the maximum saturation (saturation S = C/L) + float S_cusp = compute_max_saturation(a, b); + + // Convert to linear sRGB to find the first point where at least one of r,g or b >= 1: + vec3 rgb_at_max = oklab_to_linear_srgb(vec3( 1, S_cusp * a, S_cusp * b )); + float L_cusp = cbrt(1.f / max(max(rgb_at_max.r, rgb_at_max.g), rgb_at_max.b)); + float C_cusp = L_cusp * S_cusp; + + return vec2( L_cusp , C_cusp ); +} )" +R"(// Finds intersection of the line defined by +// L = L0 * (1 - t) + t * L1; +// C = t * C1; +// a and b must be normalized so a^2 + b^2 == 1 +float find_gamut_intersection(float a, float b, float L1, float C1, float L0, vec2 cusp) +{ + // Find the intersection for upper and lower half seprately + float t; + if (((L1 - L0) * cusp.y - (cusp.x - L0) * C1) <= 0.f) + { + // Lower half + + t = cusp.y * L0 / (C1 * cusp.x + cusp.y * (L0 - L1)); + } + else + { + // Upper half + + // First intersect with triangle + t = cusp.y * (L0 - 1.f) / (C1 * (cusp.x - 1.f) + cusp.y * (L0 - L1)); + + // Then one step Halley's method + { + float dL = L1 - L0; + float dC = C1; + + float k_l = +0.3963377774f * a + 0.2158037573f * b; + float k_m = -0.1055613458f * a - 0.0638541728f * b; + float k_s = -0.0894841775f * a - 1.2914855480f * b; + + float l_dt = dL + dC * k_l; + float m_dt = dL + dC * k_m; + float s_dt = dL + dC * k_s; + + + // If higher accuracy is required, 2 or 3 iterations of the following block can be used: + { + float L = L0 * (1.f - t) + t * L1; + float C = t * C1; + + float l_ = L + C * k_l; + float m_ = L + C * k_m; + float s_ = L + C * k_s; + + float l = l_ * l_ * l_; + float m = m_ * m_ * m_; + float s = s_ * s_ * s_; + + float ldt = 3.f * l_dt * l_ * l_; + float mdt = 3.f * m_dt * m_ * m_; + float sdt = 3.f * s_dt * s_ * s_; + + float ldt2 = 6.f * l_dt * l_dt * l_; + float mdt2 = 6.f * m_dt * m_dt * m_; + float sdt2 = 6.f * s_dt * s_dt * s_; + + float r = 4.0767416621f * l - 3.3077115913f * m + 0.2309699292f * s - 1.f; + float r1 = 4.0767416621f * ldt - 3.3077115913f * mdt + 0.2309699292f * sdt; + float r2 = 4.0767416621f * ldt2 - 3.3077115913f * mdt2 + 0.2309699292f * sdt2; + + float u_r = r1 / (r1 * r1 - 0.5f * r * r2); + float t_r = -r * u_r; + + float g = -1.2684380046f * l + 2.6097574011f * m - 0.3413193965f * s - 1.f; + float g1 = -1.2684380046f * ldt + 2.6097574011f * mdt - 0.3413193965f * sdt; + float g2 = -1.2684380046f * ldt2 + 2.6097574011f * mdt2 - 0.3413193965f * sdt2; + + float u_g = g1 / (g1 * g1 - 0.5f * g * g2); + float t_g = -g * u_g; + + float b = -0.0041960863f * l - 0.7034186147f * m + 1.7076147010f * s - 1.f; + float b1 = -0.0041960863f * ldt - 0.7034186147f * mdt + 1.7076147010f * sdt; + float b2 = -0.0041960863f * ldt2 - 0.7034186147f * mdt2 + 1.7076147010f * sdt2; + + float u_b = b1 / (b1 * b1 - 0.5f * b * b2); + float t_b = -b * u_b; + + t_r = u_r >= 0.f ? t_r : 10000.f; + t_g = u_g >= 0.f ? t_g : 10000.f; + t_b = u_b >= 0.f ? t_b : 10000.f; + + t += min(t_r, min(t_g, t_b)); + } + } + } + + return t; +} + +float find_gamut_intersection_5(float a, float b, float L1, float C1, float L0) +{ + // Find the cusp of the gamut triangle + vec2 cusp = find_cusp(a, b); + + return find_gamut_intersection(a, b, L1, C1, L0, cusp); +})" +R"( + +vec3 gamut_clip_preserve_chroma(vec3 rgb) +{ + if (rgb.r < 1.f && rgb.g < 1.f && rgb.b < 1.f && rgb.r > 0.f && rgb.g > 0.f && rgb.b > 0.f) + return rgb; + + vec3 lab = linear_srgb_to_oklab(rgb); + + float L = lab.x; + float eps = 0.00001f; + float C = max(eps, sqrt(lab.y * lab.y + lab.z * lab.z)); + float a_ = lab.y / C; + float b_ = lab.z / C; + + float L0 = clamp(L, 0.f, 1.f); + + float t = find_gamut_intersection_5(a_, b_, L, C, L0); + float L_clipped = L0 * (1.f - t) + t * L; + float C_clipped = t * C; + + return oklab_to_linear_srgb(vec3( L_clipped, C_clipped * a_, C_clipped * b_ )); +} + +vec3 gamut_clip_project_to_0_5(vec3 rgb) +{ + if (rgb.r < 1.f && rgb.g < 1.f && rgb.b < 1.f && rgb.r > 0.f && rgb.g > 0.f && rgb.b > 0.f) + return rgb; + + vec3 lab = linear_srgb_to_oklab(rgb); + + float L = lab.x; + float eps = 0.00001f; + float C = max(eps, sqrt(lab.y * lab.y + lab.z * lab.z)); + float a_ = lab.y / C; + float b_ = lab.z / C; + + float L0 = 0.5; + + float t = find_gamut_intersection_5(a_, b_, L, C, L0); + float L_clipped = L0 * (1.f - t) + t * L; + float C_clipped = t * C; + + return oklab_to_linear_srgb(vec3( L_clipped, C_clipped * a_, C_clipped * b_ )); +} + +vec3 gamut_clip_project_to_L_cusp(vec3 rgb) +{ + if (rgb.r < 1.f && rgb.g < 1.f && rgb.b < 1.f && rgb.r > 0.f && rgb.g > 0.f && rgb.b > 0.f) + return rgb; + + vec3 lab = linear_srgb_to_oklab(rgb); + + float L = lab.x; + float eps = 0.00001f; + float C = max(eps, sqrt(lab.y * lab.y + lab.z * lab.z)); + float a_ = lab.y / C; + float b_ = lab.z / C; + + // The cusp is computed here and in find_gamut_intersection, an optimized solution would only compute it once. + vec2 cusp = find_cusp(a_, b_); + + float L0 = cusp.x; + + float t = find_gamut_intersection_5(a_, b_, L, C, L0); + + float L_clipped = L0 * (1.f - t) + t * L; + float C_clipped = t * C; + + return oklab_to_linear_srgb(vec3( L_clipped, C_clipped * a_, C_clipped * b_ )); +} + +vec3 gamut_clip_adaptive_L0_0_5(vec3 rgb, float alpha) +{ + if (rgb.r < 1.f && rgb.g < 1.f && rgb.b < 1.f && rgb.r > 0.f && rgb.g > 0.f && rgb.b > 0.f) + return rgb; + + vec3 lab = linear_srgb_to_oklab(rgb); + + float L = lab.x; + float eps = 0.00001f; + float C = max(eps, sqrt(lab.y * lab.y + lab.z * lab.z)); + float a_ = lab.y / C; + float b_ = lab.z / C; + + float Ld = L - 0.5f; + float e1 = 0.5f + abs(Ld) + alpha * C; + float L0 = 0.5f * (1.f + sign(Ld) * (e1 - sqrt(e1 * e1 - 2.f * abs(Ld)))); + + float t = find_gamut_intersection_5(a_, b_, L, C, L0); + float L_clipped = L0 * (1.f - t) + t * L; + float C_clipped = t * C; + + return oklab_to_linear_srgb(vec3( L_clipped, C_clipped * a_, C_clipped * b_ )); +} + +vec3 gamut_clip_adaptive_L0_L_cusp(vec3 rgb, float alpha) +{ + if (rgb.r < 1.f && rgb.g < 1.f && rgb.b < 1.f && rgb.r > 0.f && rgb.g > 0.f && rgb.b > 0.f) + return rgb; + + vec3 lab = linear_srgb_to_oklab(rgb); + + float L = lab.x; + float eps = 0.00001f; + float C = max(eps, sqrt(lab.y * lab.y + lab.z * lab.z)); + float a_ = lab.y / C; + float b_ = lab.z / C; + + // The cusp is computed here and in find_gamut_intersection, an optimized solution would only compute it once. + vec2 cusp = find_cusp(a_, b_); + + float Ld = L - cusp.x; + float k = 2.f * (Ld > 0.f ? 1.f - cusp.x : cusp.x); + + float e1 = 0.5f * k + abs(Ld) + alpha * C / k; + float L0 = cusp.x + 0.5f * (sign(Ld) * (e1 - sqrt(e1 * e1 - 2.f * k * abs(Ld)))); + + float t = find_gamut_intersection_5(a_, b_, L, C, L0); + float L_clipped = L0 * (1.f - t) + t * L; + float C_clipped = t * C; + + return oklab_to_linear_srgb(vec3( L_clipped, C_clipped * a_, C_clipped * b_ )); +} + +float toe(float x) +{ + float k_1 = 0.206f; + float k_2 = 0.03f; + float k_3 = (1.f + k_1) / (1.f + k_2); + return 0.5f * (k_3 * x - k_1 + sqrt((k_3 * x - k_1) * (k_3 * x - k_1) + 4.f * k_2 * k_3 * x)); +} + +float toe_inv(float x) +{ + float k_1 = 0.206f; + float k_2 = 0.03f; + float k_3 = (1.f + k_1) / (1.f + k_2); + return (x * x + k_1 * x) / (k_3 * (x + k_2)); +} +)" +R"(vec2 to_ST(vec2 cusp) +{ + float L = cusp.x; + float C = cusp.y; + return vec2( C / L, C / (1.f - L) ); +} + +// Returns a smooth approximation of the location of the cusp +// This polynomial was created by an optimization process +// It has been designed so that S_mid < S_max and T_mid < T_max +vec2 get_ST_mid(float a_, float b_) +{ + float S = 0.11516993f + 1.f / ( + +7.44778970f + 4.15901240f * b_ + + a_ * (-2.19557347f + 1.75198401f * b_ + + a_ * (-2.13704948f - 10.02301043f * b_ + + a_ * (-4.24894561f + 5.38770819f * b_ + 4.69891013f * a_ + ))) + ); + + float T = 0.11239642f + 1.f / ( + +1.61320320f - 0.68124379f * b_ + + a_ * (+0.40370612f + 0.90148123f * b_ + + a_ * (-0.27087943f + 0.61223990f * b_ + + a_ * (+0.00299215f - 0.45399568f * b_ - 0.14661872f * a_ + ))) + ); + + return vec2( S, T ); +} + +vec3 get_Cs(float L, float a_, float b_) +{ + vec2 cusp = find_cusp(a_, b_); + + float C_max = find_gamut_intersection(a_, b_, L, 1.f, L, cusp); + vec2 ST_max = to_ST(cusp); + + // Scale factor to compensate for the curved part of gamut shape: + float k = C_max / min((L * ST_max.x), (1.f - L) * ST_max.y); + + float C_mid; + { + vec2 ST_mid = get_ST_mid(a_, b_); + + // Use a soft minimum function, instead of a sharp triangle shape to get a smooth value for chroma. + float C_a = L * ST_mid.x; + float C_b = (1.f - L) * ST_mid.y; + C_mid = 0.9f * k * sqrt(sqrt(1.f / (1.f / (C_a * C_a * C_a * C_a) + 1.f / (C_b * C_b * C_b * C_b)))); + } + + float C_0; + { + // for C_0, the shape is independent of hue, so vec2 are constant. Values picked to roughly be the average values of vec2. + float C_a = L * 0.4f; + float C_b = (1.f - L) * 0.8f; + + // Use a soft minimum function, instead of a sharp triangle shape to get a smooth value for chroma. + C_0 = sqrt(1.f / (1.f / (C_a * C_a) + 1.f / (C_b * C_b))); + } + + return vec3( C_0, C_mid, C_max ); +} + +vec3 okhsl_to_srgb(vec3 hsl) +{ + float h = hsl.x; + float s = hsl.y; + float l = hsl.z; + + if (l == 1.0f) + { + return vec3( 1.f, 1.f, 1.f ); + } + + else if (l == 0.f) + { + return vec3( 0.f, 0.f, 0.f ); + } + + float a_ = cos(2.f * M_PI * h); + float b_ = sin(2.f * M_PI * h); + float L = toe_inv(l); + + vec3 cs = get_Cs(L, a_, b_); + float C_0 = cs.x; + float C_mid = cs.y; + float C_max = cs.z; + + float mid = 0.8f; + float mid_inv = 1.25f; + + float C, t, k_0, k_1, k_2; + + if (s < mid) + { + t = mid_inv * s; + + k_1 = mid * C_0; + k_2 = (1.f - k_1 / C_mid); + + C = t * k_1 / (1.f - k_2 * t); + } + else + { + t = (s - mid)/ (1.f - mid); + + k_0 = C_mid; + k_1 = (1.f - mid) * C_mid * C_mid * mid_inv * mid_inv / C_0; + k_2 = (1.f - (k_1) / (C_max - C_mid)); + + C = k_0 + t * k_1 / (1.f - k_2 * t); + } + + vec3 rgb = oklab_to_linear_srgb(vec3( L, C * a_, C * b_ )); + return vec3( + srgb_transfer_function(rgb.r), + srgb_transfer_function(rgb.g), + srgb_transfer_function(rgb.b) + ); +} + +vec3 srgb_to_okhsl(vec3 rgb) +{ + vec3 lab = linear_srgb_to_oklab(vec3( + srgb_transfer_function_inv(rgb.r), + srgb_transfer_function_inv(rgb.g), + srgb_transfer_function_inv(rgb.b) + )); + + float C = sqrt(lab.y * lab.y + lab.z * lab.z); + float a_ = lab.y / C; + float b_ = lab.z / C; + + float L = lab.x; + float h = 0.5f + 0.5f * atan(-lab.z, -lab.y) / M_PI; + + vec3 cs = get_Cs(L, a_, b_); + float C_0 = cs.x; + float C_mid = cs.y; + float C_max = cs.z; + + // Inverse of the interpolation in okhsl_to_srgb: + + float mid = 0.8f; + float mid_inv = 1.25f; + + float s; + if (C < C_mid) + { + float k_1 = mid * C_0; + float k_2 = (1.f - k_1 / C_mid); + + float t = C / (k_1 + k_2 * C); + s = t * mid; + } + else + { + float k_0 = C_mid; + float k_1 = (1.f - mid) * C_mid * C_mid * mid_inv * mid_inv / C_0; + float k_2 = (1.f - (k_1) / (C_max - C_mid)); + + float t = (C - k_0) / (k_1 + k_2 * (C - k_0)); + s = mid + (1.f - mid) * t; + } + + float l = toe(L); + return vec3( h, s, l ); +} + + +vec3 okhsv_to_srgb(vec3 hsv) +{ + float h = hsv.x; + float s = hsv.y; + float v = hsv.z; + + float a_ = cos(2.f * M_PI * h); + float b_ = sin(2.f * M_PI * h); + + vec2 cusp = find_cusp(a_, b_); + vec2 ST_max = to_ST(cusp); + float S_max = ST_max.x; + float T_max = ST_max.y; + float S_0 = 0.5f; + float k = 1.f- S_0 / S_max; + + // first we compute L and V as if the gamut is a perfect triangle: + + // L, C when v==1: + float L_v = 1.f - s * S_0 / (S_0 + T_max - T_max * k * s); + float C_v = s * T_max * S_0 / (S_0 + T_max - T_max * k * s); + + float L = v * L_v; + float C = v * C_v; + + // then we compensate for both toe and the curved top part of the triangle: + float L_vt = toe_inv(L_v); + float C_vt = C_v * L_vt / L_v; + + float L_new = toe_inv(L); + C = C * L_new / L; + L = L_new; + + vec3 rgb_scale = oklab_to_linear_srgb(vec3( L_vt, a_ * C_vt, b_ * C_vt )); + float scale_L = cbrt(1.f / max(max(rgb_scale.r, rgb_scale.g), max(rgb_scale.b, 0.f))); + + L = L * scale_L; + C = C * scale_L; + + vec3 rgb = oklab_to_linear_srgb(vec3( L, C * a_, C * b_ )); + return vec3( + srgb_transfer_function(rgb.r), + srgb_transfer_function(rgb.g), + srgb_transfer_function(rgb.b) + ); +} +)" +R"( +vec3 srgb_to_okhsv(vec3 rgb) +{ + vec3 lab = linear_srgb_to_oklab(vec3( + srgb_transfer_function_inv(rgb.r), + srgb_transfer_function_inv(rgb.g), + srgb_transfer_function_inv(rgb.b) + )); + + float C = sqrt(lab.y * lab.y + lab.z * lab.z); + float a_ = lab.y / C; + float b_ = lab.z / C; + + float L = lab.x; + float h = 0.5f + 0.5f * atan(-lab.z, -lab.y) / M_PI; + + vec2 cusp = find_cusp(a_, b_); + vec2 ST_max = to_ST(cusp); + float S_max = ST_max.x; + float T_max = ST_max.y; + float S_0 = 0.5f; + float k = 1.f - S_0 / S_max; + + // first we find L_v, C_v, L_vt and C_vt + + float t = T_max / (C + L * T_max); + float L_v = t * L; + float C_v = t * C; + + float L_vt = toe_inv(L_v); + float C_vt = C_v * L_vt / L_v; + + // we can then use these to invert the step that compensates for the toe and the curved top part of the triangle: + vec3 rgb_scale = oklab_to_linear_srgb(vec3( L_vt, a_ * C_vt, b_ * C_vt )); + float scale_L = cbrt(1.f / max(max(rgb_scale.r, rgb_scale.g), max(rgb_scale.b, 0.f))); + + L = L / scale_L; + C = C / scale_L; + + C = C * toe(L) / L; + L = toe(L); + + // we can now compute v and s: + + float v = L / L_v; + float s = (S_0 + T_max) * C_v / ((T_max * S_0) + T_max * k * C_v); + + return vec3 (h, s, v ); +})"; + +#endif |