use gpui::{Hsla, hsla};
pub fn neutral(lightness: f32) -> Hsla {
let [v, _, _] = oklch_to_srgb(lightness, 0.0, 0.0);
hsla(0.0, 0.0, v, 1.0)
}
pub fn grey(value: u8) -> Hsla {
hsla(0.0, 0.0, value as f32 / 255.0, 1.0)
}
pub fn oklch(l: f32, c: f32, h_deg: f32) -> Hsla {
let [r, g, b] = oklch_to_srgb(l, c, h_deg);
let (h, s, l) = rgb_to_hsl(r, g, b);
hsla(h, s, l, 1.0)
}
pub fn oklch_to_srgb(l: f32, c: f32, h_deg: f32) -> [f32; 3] {
let h = h_deg.to_radians();
let a = c * h.cos();
let b = c * h.sin();
let l_ = l + 0.396_337_78 * a + 0.215_803_76 * b;
let m_ = l - 0.105_561_346 * a - 0.063_854_17 * b;
let s_ = l - 0.089_484_18 * a - 1.291_485_5 * b;
let (l3, m3, s3) = (l_ * l_ * l_, m_ * m_ * m_, s_ * s_ * s_);
let r = 4.076_741_7 * l3 - 3.307_711_6 * m3 + 0.230_969_93 * s3;
let g = -1.268_438 * l3 + 2.609_757_4 * m3 - 0.341_319_4 * s3;
let b = -0.004_196_086_3 * l3 - 0.703_418_6 * m3 + 1.707_614_7 * s3;
[gamma_encode(r), gamma_encode(g), gamma_encode(b)]
}
fn gamma_encode(x: f32) -> f32 {
let x = x.clamp(0.0, 1.0);
if x <= 0.003_130_8 {
12.92 * x
} else {
1.055 * x.powf(1.0 / 2.4) - 0.055
}
}
pub fn rgb_to_hsl(r: f32, g: f32, b: f32) -> (f32, f32, f32) {
let max = r.max(g).max(b);
let min = r.min(g).min(b);
let l = (max + min) / 2.0;
let delta = max - min;
if delta < f32::EPSILON {
return (0.0, 0.0, l);
}
let s = if l > 0.5 {
delta / (2.0 - max - min)
} else {
delta / (max + min)
};
let h = if (max - r).abs() < f32::EPSILON {
((g - b) / delta).rem_euclid(6.0)
} else if (max - g).abs() < f32::EPSILON {
(b - r) / delta + 2.0
} else {
(r - g) / delta + 4.0
} / 6.0;
(h, s, l)
}
pub fn hsl_to_rgb(h: f32, s: f32, l: f32) -> [f32; 3] {
if s <= f32::EPSILON {
return [l, l, l];
}
let q = if l < 0.5 {
l * (1.0 + s)
} else {
l + s - l * s
};
let p = 2.0 * l - q;
let hue = |mut t: f32| {
t = t.rem_euclid(1.0);
if t < 1.0 / 6.0 {
p + (q - p) * 6.0 * t
} else if t < 0.5 {
q
} else if t < 2.0 / 3.0 {
p + (q - p) * (2.0 / 3.0 - t) * 6.0
} else {
p
}
};
[hue(h + 1.0 / 3.0), hue(h), hue(h - 1.0 / 3.0)]
}
pub fn relative_luminance(color: Hsla) -> f32 {
let lin = |c: f32| {
if c <= 0.040_45 {
c / 12.92
} else {
((c + 0.055) / 1.055).powf(2.4)
}
};
let [r, g, b] = hsl_to_rgb(color.h, color.s, color.l);
0.2126 * lin(r) + 0.7152 * lin(g) + 0.0722 * lin(b)
}
pub fn contrast_ratio(a: Hsla, b: Hsla) -> f32 {
let (la, lb) = (relative_luminance(a), relative_luminance(b));
let (hi, lo) = if la >= lb { (la, lb) } else { (lb, la) };
(hi + 0.05) / (lo + 0.05)
}
pub fn flatten(fg: Hsla, bg: Hsla) -> Hsla {
let a = fg.a.clamp(0.0, 1.0);
let [fr, fg_, fb] = hsl_to_rgb(fg.h, fg.s, fg.l);
let [br, bg_, bb] = hsl_to_rgb(bg.h, bg.s, bg.l);
let (h, s, l) = rgb_to_hsl(
fr * a + br * (1.0 - a),
fg_ * a + bg_ * (1.0 - a),
fb * a + bb * (1.0 - a),
);
hsla(h, s, l, 1.0)
}
pub fn mix(a: Hsla, b: Hsla, t: f32) -> Hsla {
let t = t.clamp(0.0, 1.0);
let lerp = |x: f32, y: f32| x + (y - x) * t;
hsla(
lerp(a.h, b.h),
lerp(a.s, b.s),
lerp(a.l, b.l),
lerp(a.a, b.a),
)
}