use crate::{Hsv, LinearRgb, ToAlpha, round_dp};
use core::fmt;
#[derive(Debug, Clone, Copy, PartialEq)]
pub struct Hwb {
pub hue: f32,
pub whiteness: f32,
pub blackness: f32,
pub alpha: f32,
}
impl Hwb {
pub fn new(hue: f32, whiteness: f32, blackness: f32, alpha: f32) -> Self {
Self { hue: hue.rem_euclid(360.0), whiteness, blackness, alpha: alpha.clamp(0.0, 100.0) }
}
}
impl ToAlpha for Hwb {
fn to_alpha(&self) -> f32 {
self.alpha
}
}
impl fmt::Display for Hwb {
fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
let Self { hue, whiteness, blackness, alpha } = self;
write!(
f,
"hwb({} {} {}",
round_dp(*hue as f64, 2),
round_dp(*whiteness as f64, 3),
round_dp(*blackness as f64, 3)
)?;
if *alpha < 100.0 {
write!(f, " / {}", round_dp(*alpha as f64, 2))?;
}
write!(f, ")")
}
}
impl From<Hsv> for Hwb {
fn from(value: Hsv) -> Self {
let Hsv { hue, saturation, value, alpha } = value;
let s = saturation / 100.0;
let v = value / 100.0;
let whiteness = (1.0 - s) * v;
let blackness = 1.0 - v;
Hwb::new(hue, whiteness * 100.0, blackness * 100.0, alpha)
}
}
impl From<Hwb> for Hsv {
fn from(value: Hwb) -> Self {
let Hwb { hue, whiteness, blackness, alpha } = value;
let w = whiteness / 100.0;
let b = blackness / 100.0;
let sum = w + b;
let (s, v) = if sum >= 1.0 {
(0.0, w / sum)
} else {
let v = 1.0 - b;
let s = if v == 0.0 { 0.0 } else { 1.0 - w / v };
(s, v)
};
Hsv::new(hue, s * 100.0, v * 100.0, alpha)
}
}
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) }
}
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 }
}
fn srgb_float_to_hwb(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 v = max;
let saturation = if max == 0.0 { 0.0 } else { delta / max };
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 };
let whiteness = (1.0 - saturation) * v;
let blackness = 1.0 - v;
(hue, whiteness * 100.0, blackness * 100.0)
}
fn hwb_to_srgb_float(hue: f64, whiteness: f64, blackness: f64) -> (f64, f64, f64) {
let w = whiteness / 100.0;
let b = blackness / 100.0;
let sum = w + b;
let (s, v) = if sum >= 1.0 {
(0.0, w / sum)
} else {
let v = 1.0 - b;
let s = if v == 0.0 { 0.0 } else { 1.0 - w / v };
(s, v)
};
let h = hue / 60.0;
let c = v * s;
let x = c * (1.0 - (h % 2.0 - 1.0).abs());
let m = v - c;
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<LinearRgb> for Hwb {
fn from(value: LinearRgb) -> Self {
let r = gamma(value.red);
let g = gamma(value.green);
let b_val = gamma(value.blue);
let (hue, whiteness, blackness) = srgb_float_to_hwb(r, g, b_val);
Hwb::new(hue as f32, whiteness as f32, blackness as f32, value.alpha)
}
}
impl From<Hwb> for LinearRgb {
fn from(value: Hwb) -> Self {
let (r, g, b) = hwb_to_srgb_float(value.hue as f64, value.whiteness as f64, value.blackness as f64);
LinearRgb::new(linear(r), linear(g), linear(b), value.alpha)
}
}