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theme/
color.rs

1//! Color math: the oklch → sRGB → HSL converters behind the token constructors,
2//! WCAG contrast for the palette tests, and small paint helpers.
3
4use gpui::{Hsla, hsla};
5
6/// A neutral (chroma 0) oklch tone as Hsla. Chroma 0 means r == g == b exactly,
7/// so this goes straight to an achromatic Hsla (skipping the hue math avoids
8/// float-noise saturation).
9pub fn neutral(lightness: f32) -> Hsla {
10    let [v, _, _] = oklch_to_srgb(lightness, 0.0, 0.0);
11    hsla(0.0, 0.0, v, 1.0)
12}
13
14/// An exact achromatic tone from an 8-bit channel value (`grey(13)` ≡ `#0d0d0d`)
15/// — for surfaces matched against reference-screenshot samples.
16pub fn grey(value: u8) -> Hsla {
17    hsla(0.0, 0.0, value as f32 / 255.0, 1.0)
18}
19
20/// Convert an oklch color (CSS notation: L 0..1, C, H in degrees) to gpui Hsla.
21pub fn oklch(l: f32, c: f32, h_deg: f32) -> Hsla {
22    let [r, g, b] = oklch_to_srgb(l, c, h_deg);
23    let (h, s, l) = rgb_to_hsl(r, g, b);
24    hsla(h, s, l, 1.0)
25}
26
27/// oklch → sRGB (each 0..1, clamped/gamut-clipped per channel).
28/// Reference: Björn Ottosson's OKLab definition (the same matrices CSS Color 4 uses).
29pub fn oklch_to_srgb(l: f32, c: f32, h_deg: f32) -> [f32; 3] {
30    let [r, g, b] = oklch_to_linear(l, c, h_deg);
31    [gamma_encode(r), gamma_encode(g), gamma_encode(b)]
32}
33
34/// oklch → *linear* sRGB, unclamped: a component outside 0..1 is a color the
35/// display cannot make, which is what [`fit_chroma`] tests for.
36fn oklch_to_linear(l: f32, c: f32, h_deg: f32) -> [f32; 3] {
37    let h = h_deg.to_radians();
38    let a = c * h.cos();
39    let b = c * h.sin();
40
41    // OKLab → LMS (cube roots undone)
42    let l_ = l + 0.396_337_78 * a + 0.215_803_76 * b;
43    let m_ = l - 0.105_561_346 * a - 0.063_854_17 * b;
44    let s_ = l - 0.089_484_18 * a - 1.291_485_5 * b;
45    let (l3, m3, s3) = (l_ * l_ * l_, m_ * m_ * m_, s_ * s_ * s_);
46
47    // LMS → linear sRGB
48    let r = 4.076_741_7 * l3 - 3.307_711_6 * m3 + 0.230_969_93 * s3;
49    let g = -1.268_438 * l3 + 2.609_757_4 * m3 - 0.341_319_4 * s3;
50    let b = -0.004_196_086_3 * l3 - 0.703_418_6 * m3 + 1.707_614_7 * s3;
51
52    [r, g, b]
53}
54
55fn gamma_encode(x: f32) -> f32 {
56    let x = x.clamp(0.0, 1.0);
57    if x <= 0.003_130_8 {
58        12.92 * x
59    } else {
60        1.055 * x.powf(1.0 / 2.4) - 0.055
61    }
62}
63
64fn gamma_decode(x: f32) -> f32 {
65    let x = x.clamp(0.0, 1.0);
66    if x <= 0.040_449_936 {
67        x / 12.92
68    } else {
69        ((x + 0.055) / 1.055).powf(2.4)
70    }
71}
72
73/// The oklch lightness of an achromatic tone: [`neutral`] inverted.
74///
75/// Only greys round-trip through this. A grey's three channels are equal, and
76/// the three LMS matrix rows each sum to 1, so the whole OKLab transform
77/// collapses to one cube root — no inverse matrix needed.
78pub fn lightness(color: Hsla) -> f32 {
79    gamma_decode(color.l).cbrt()
80}
81
82/// The most chroma sRGB can hold at this lightness and hue, up to `chroma`.
83///
84/// Near black and near white the gamut is a needle: asking for a mid-ramp
85/// chroma there produces an out-of-range component, and clamping it per channel
86/// shifts the hue instead of dropping the saturation. Tailwind's neutral ramps
87/// taper their chroma at both ends by hand for the same reason; here the taper
88/// is whatever the gamut allows, so no ramp has to be tabulated.
89fn fit_chroma(l: f32, chroma: f32, hue: f32) -> f32 {
90    let fits = |c: f32| {
91        oklch_to_linear(l, c, hue)
92            .iter()
93            .all(|x| (-1e-4..=1.0 + 1e-4).contains(x))
94    };
95    if fits(chroma) {
96        return chroma;
97    }
98    let (mut lo, mut hi) = (0.0, chroma);
99    for _ in 0..24 {
100        let mid = 0.5 * (lo + hi);
101        if fits(mid) { lo = mid } else { hi = mid }
102    }
103    lo
104}
105
106/// Re-emit an achromatic tone at `hue`, carrying as much `chroma` as its
107/// lightness can hold. Alpha rides through untouched.
108pub fn tint(color: Hsla, hue: f32, chroma: f32) -> Hsla {
109    if chroma <= 0.0 {
110        return color;
111    }
112    let l = lightness(color);
113    let mut out = oklch(l, fit_chroma(l, chroma, hue), hue);
114    out.a = color.a;
115    out
116}
117
118/// sRGB (0..1 components) → HSL, all components 0..1 (gpui's Hsla convention).
119pub fn rgb_to_hsl(r: f32, g: f32, b: f32) -> (f32, f32, f32) {
120    let max = r.max(g).max(b);
121    let min = r.min(g).min(b);
122    let l = (max + min) / 2.0;
123    let delta = max - min;
124    if delta < f32::EPSILON {
125        return (0.0, 0.0, l);
126    }
127    let s = if l > 0.5 {
128        delta / (2.0 - max - min)
129    } else {
130        delta / (max + min)
131    };
132    let h = if (max - r).abs() < f32::EPSILON {
133        ((g - b) / delta).rem_euclid(6.0)
134    } else if (max - g).abs() < f32::EPSILON {
135        (b - r) / delta + 2.0
136    } else {
137        (r - g) / delta + 4.0
138    } / 6.0;
139    (h, s, l)
140}
141
142/// HSL (gpui convention, all 0..1) → sRGB components 0..1.
143pub fn hsl_to_rgb(h: f32, s: f32, l: f32) -> [f32; 3] {
144    if s <= f32::EPSILON {
145        return [l, l, l];
146    }
147    let q = if l < 0.5 {
148        l * (1.0 + s)
149    } else {
150        l + s - l * s
151    };
152    let p = 2.0 * l - q;
153    let hue = |mut t: f32| {
154        t = t.rem_euclid(1.0);
155        if t < 1.0 / 6.0 {
156            p + (q - p) * 6.0 * t
157        } else if t < 0.5 {
158            q
159        } else if t < 2.0 / 3.0 {
160            p + (q - p) * (2.0 / 3.0 - t) * 6.0
161        } else {
162            p
163        }
164    };
165    [hue(h + 1.0 / 3.0), hue(h), hue(h - 1.0 / 3.0)]
166}
167
168/// WCAG 2.1 relative luminance of an opaque color.
169pub fn relative_luminance(color: Hsla) -> f32 {
170    let lin = |c: f32| {
171        if c <= 0.040_45 {
172            c / 12.92
173        } else {
174            ((c + 0.055) / 1.055).powf(2.4)
175        }
176    };
177    let [r, g, b] = hsl_to_rgb(color.h, color.s, color.l);
178    0.2126 * lin(r) + 0.7152 * lin(g) + 0.0722 * lin(b)
179}
180
181/// WCAG 2.1 contrast ratio between two opaque colors (1.0 … 21.0).
182///
183/// Used by the palette tests to prove each light token reproduces the contrast
184/// its dark counterpart had, rather than merely looking plausible.
185pub fn contrast_ratio(a: Hsla, b: Hsla) -> f32 {
186    let (la, lb) = (relative_luminance(a), relative_luminance(b));
187    let (hi, lo) = if la >= lb { (la, lb) } else { (lb, la) };
188    (hi + 0.05) / (lo + 0.05)
189}
190
191/// Composite `fg` (which may be translucent) over an opaque `bg`, returning the
192/// opaque result — the color the eye actually receives.
193pub fn flatten(fg: Hsla, bg: Hsla) -> Hsla {
194    let a = fg.a.clamp(0.0, 1.0);
195    let [fr, fg_, fb] = hsl_to_rgb(fg.h, fg.s, fg.l);
196    let [br, bg_, bb] = hsl_to_rgb(bg.h, bg.s, bg.l);
197    let (h, s, l) = rgb_to_hsl(
198        fr * a + br * (1.0 - a),
199        fg_ * a + bg_ * (1.0 - a),
200        fb * a + bb * (1.0 - a),
201    );
202    hsla(h, s, l, 1.0)
203}
204
205/// Linear per-component mix of two colors (paint helper for the gradient spinner).
206pub fn mix(a: Hsla, b: Hsla, t: f32) -> Hsla {
207    let t = t.clamp(0.0, 1.0);
208    let lerp = |x: f32, y: f32| x + (y - x) * t;
209    // Mix through hue naively — both spinner endpoints sit close enough on the
210    // wheel that shortest-arc handling isn't needed for our palette.
211    hsla(
212        lerp(a.h, b.h),
213        lerp(a.s, b.s),
214        lerp(a.l, b.l),
215        lerp(a.a, b.a),
216    )
217}