chromashift 0.0.31

A library for converting between various color formats and color spaces.
Documentation
use crate::{LinearRgb, Srgb, ToAlpha, round_dp};
use core::fmt;

/// An colour represented as Hue, Saturation, and Lightness expressed in the sRGB colour space.
/// The components are:
/// - Hue - a number between 0.0 and 360.0
/// - Saturation - a number between 0.0 and 100.0
/// - Brightness - a number between 0.0 and 100.0
/// - Alpha - a number between 0.0 and 100.0
#[derive(Debug, Clone, Copy, PartialEq)]
pub struct Hsl {
	pub hue: f32,
	pub saturation: f32,
	pub lightness: f32,
	pub alpha: f32,
}

impl Hsl {
	pub fn new(hue: f32, saturation: f32, lightness: f32, alpha: f32) -> Self {
		Self { hue: hue.rem_euclid(360.0), saturation, lightness, alpha: alpha.clamp(0.0, 100.0) }
	}
}

impl ToAlpha for Hsl {
	fn to_alpha(&self) -> f32 {
		self.alpha
	}
}

impl fmt::Display for Hsl {
	fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
		let Self { hue, saturation, lightness, alpha } = self;
		write!(
			f,
			"hsl({} {}% {}%",
			round_dp(*hue as f64, 2),
			round_dp(*saturation as f64, 2),
			round_dp(*lightness as f64, 2)
		)?;
		if *alpha < 100.0 {
			write!(f, " / {}", round_dp(*alpha as f64, 2))?;
		}
		write!(f, ")")
	}
}

/// sRGB gamma-encode: linear to gamma (handles negative/OOG values via signum)
fn gamma(u: f64) -> f64 {
	let abs = u.abs();
	if abs <= 0.0031308 { u * 12.92 } else { u.signum() * (1.055 * abs.powf(1.0 / 2.4) - 0.055) }
}

/// sRGB linearize: gamma to linear (handles negative/OOG values via signum)
fn linear(c: f64) -> f64 {
	let abs = c.abs();
	if abs > 0.04045 { c.signum() * ((abs + 0.055) / 1.055).powf(2.4) } else { c / 12.92 }
}

/// Convert float sRGB (r,g,b in 0..1 range, but may be OOG) to HSL.
/// This is the core algorithm that preserves out-of-gamut values.
fn srgb_float_to_hsl(r: f64, g: f64, b: f64) -> (f64, f64, f64) {
	let max = r.max(g).max(b);
	let min = r.min(g).min(b);
	let delta = max - min;
	let lightness = (max + min) / 2.0;
	let saturation = if delta == 0.0 { 0.0 } else { delta / (1.0 - (2.0 * lightness - 1.0).abs()) };
	let hue = if delta == 0.0 {
		0.0
	} else if max == r {
		60.0 * (((g - b) / delta) % 6.0)
	} else if max == g {
		60.0 * ((b - r) / delta + 2.0)
	} else {
		60.0 * ((r - g) / delta + 4.0)
	};
	let hue = if hue < 0.0 { hue + 360.0 } else { hue };
	(hue, saturation * 100.0, lightness * 100.0)
}

/// Convert HSL to float sRGB (r,g,b in 0..1 range, but may be OOG).
fn hsl_to_srgb_float(hue: f64, saturation: f64, lightness: f64) -> (f64, f64, f64) {
	let h = hue / 60.0;
	let s = saturation / 100.0;
	let l = lightness / 100.0;
	let c = (1.0 - (2.0 * l - 1.0).abs()) * s;
	let x = c * (1.0 - (h % 2.0 - 1.0).abs());
	let m = l - c / 2.0;
	let (r_prime, g_prime, b_prime) = if h < 1.0 {
		(c, x, 0.0)
	} else if h < 2.0 {
		(x, c, 0.0)
	} else if h < 3.0 {
		(0.0, c, x)
	} else if h < 4.0 {
		(0.0, x, c)
	} else if h < 5.0 {
		(x, 0.0, c)
	} else {
		(c, 0.0, x)
	};
	(r_prime + m, g_prime + m, b_prime + m)
}

impl From<Srgb> for Hsl {
	fn from(value: Srgb) -> Self {
		let r = value.red as f64 / 255.0;
		let g = value.green as f64 / 255.0;
		let b = value.blue as f64 / 255.0;
		let (hue, saturation, lightness) = srgb_float_to_hsl(r, g, b);
		Hsl::new(hue as f32, saturation as f32, lightness as f32, value.alpha)
	}
}

impl From<Hsl> for Srgb {
	fn from(value: Hsl) -> Self {
		let (r, g, b) = hsl_to_srgb_float(value.hue as f64, value.saturation as f64, value.lightness as f64);
		Srgb::new(
			(r * 255.0).clamp(0.0, 255.0).round() as u8,
			(g * 255.0).clamp(0.0, 255.0).round() as u8,
			(b * 255.0).clamp(0.0, 255.0).round() as u8,
			value.alpha,
		)
	}
}

impl From<LinearRgb> for Hsl {
	fn from(value: LinearRgb) -> Self {
		let r = gamma(value.red);
		let g = gamma(value.green);
		let b = gamma(value.blue);
		let (hue, saturation, lightness) = srgb_float_to_hsl(r, g, b);
		Hsl::new(hue as f32, saturation as f32, lightness as f32, value.alpha)
	}
}

impl From<Hsl> for LinearRgb {
	fn from(value: Hsl) -> Self {
		let (r, g, b) = hsl_to_srgb_float(value.hue as f64, value.saturation as f64, value.lightness as f64);
		LinearRgb::new(linear(r), linear(g), linear(b), value.alpha)
	}
}