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ColorExtensions.cs
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using System;
using System.Drawing;
namespace FMUtils.Screenshot
{
public static class ColorExtensions
{
public static Color HSL2RGB(double h, double sl, double l)
{
double v;
double r, g, b;
r = l; // default to gray
g = l;
b = l;
v = (l <= 0.5) ? (l * (1.0 + sl)) : (l + sl - l * sl);
if (v > 0)
{
double m;
double sv;
int sextant;
double fract, vsf, mid1, mid2;
m = l + l - v;
sv = (v - m) / v;
h *= 6.0;
sextant = (int)h;
fract = h - sextant;
vsf = v * sv * fract;
mid1 = m + vsf;
mid2 = v - vsf;
switch (sextant)
{
case 0:
r = v;
g = mid1;
b = m;
break;
case 1:
r = mid2;
g = v;
b = m;
break;
case 2:
r = m;
g = v;
b = mid1;
break;
case 3:
r = m;
g = mid2;
b = v;
break;
case 4:
r = mid1;
g = m;
b = v;
break;
case 5:
r = v;
g = m;
b = mid2;
break;
}
}
Color rgb = Color.FromArgb(Convert.ToByte(r * 255.0f), Convert.ToByte(g * 255.0f), Convert.ToByte(b * 255.0f));
return rgb;
}
public static void ColorToHSV(Color color, out double hue, out double saturation, out double value)
{
int max = Math.Max(color.R, Math.Max(color.G, color.B));
int min = Math.Min(color.R, Math.Min(color.G, color.B));
hue = color.GetHue();
saturation = (max == 0) ? 0 : 1d - (1d * min / max);
value = max / 255d;
}
public static Color ColorFromHSV(double hue, double saturation, double value)
{
int hi = Convert.ToInt32(Math.Floor(hue / 60)) % 6;
double f = hue / 60 - Math.Floor(hue / 60);
value = value * 255;
int v = Convert.ToInt32(value);
int p = Convert.ToInt32(value * (1 - saturation));
int q = Convert.ToInt32(value * (1 - f * saturation));
int t = Convert.ToInt32(value * (1 - (1 - f) * saturation));
if (hi == 0)
return Color.FromArgb(255, v, t, p);
else if (hi == 1)
return Color.FromArgb(255, q, v, p);
else if (hi == 2)
return Color.FromArgb(255, p, v, t);
else if (hi == 3)
return Color.FromArgb(255, p, q, v);
else if (hi == 4)
return Color.FromArgb(255, t, p, v);
else
return Color.FromArgb(255, v, p, q);
}
}
}