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//! Floating-point RGBA colour (components in 0.0..=1.0).
use bytemuck::{Pod, Zeroable};
/// An RGBA colour. Components lie in `[0.0, 1.0]`.
///
/// Colours are expressed in **sRGB**, the way a colour picker states them. The
/// conversion to linear ([`Color::to_linear`]) happens at the last moment, at the
/// GPU boundary, because the render surface is sRGB (see the colour-management
/// milestone).
#[repr(C)]
#[derive(Clone, Copy, Debug, PartialEq, Pod, Zeroable)]
pub struct Color {
/// The red channel, sRGB, in `[0.0, 1.0]`.
pub r: f32,
/// The green channel, sRGB, in `[0.0, 1.0]`.
pub g: f32,
/// The blue channel, sRGB, in `[0.0, 1.0]`.
pub b: f32,
/// The alpha channel: `0.0` fully transparent, `1.0` fully opaque.
pub a: f32,
}
impl Color {
/// Opaque black.
pub const BLACK: Self = Self::rgb(0.0, 0.0, 0.0);
/// Opaque white.
pub const WHITE: Self = Self::rgb(1.0, 1.0, 1.0);
/// Fully transparent black — the alpha is `0.0`, so the RGB channels never show.
pub const TRANSPARENT: Self = Self::rgba(0.0, 0.0, 0.0, 0.0);
/// Builds an opaque colour.
pub const fn rgb(r: f32, g: f32, b: f32) -> Self {
Self { r, g, b, a: 1.0 }
}
/// Builds a colour with an alpha channel.
pub const fn rgba(r: f32, g: f32, b: f32, a: f32) -> Self {
Self { r, g, b, a }
}
/// Builds an opaque colour from 8-bit components (0..=255).
pub const fn rgb8(r: u8, g: u8, b: u8) -> Self {
Self::rgba8(r, g, b, 255)
}
/// Builds a colour from 8-bit components (0..=255).
pub const fn rgba8(r: u8, g: u8, b: u8, a: u8) -> Self {
Self {
r: r as f32 / 255.0,
g: g as f32 / 255.0,
b: b as f32 / 255.0,
a: a as f32 / 255.0,
}
}
/// Parses a CSS hex code (sRGB values), with or without a leading `#`.
///
/// Accepted formats: `#RGB`, `#RGBA`, `#RRGGBB`, `#RRGGBBAA`, in either case.
/// Returns `None` if the string is invalid. See [`Color::hex`] for the
/// convenient variant, which panics on invalid input.
pub fn try_hex(s: &str) -> Option<Color> {
let s = s.strip_prefix('#').unwrap_or(s);
if !s.bytes().all(|b| b.is_ascii_hexdigit()) {
return None;
}
// Expand the short forms (#RGB / #RGBA) by duplicating each nibble.
let expand = |c: u8| (c << 4) | c;
let byte = |i: usize| u8::from_str_radix(&s[i..i + 2], 16).ok();
let nib = |i: usize| u8::from_str_radix(&s[i..i + 1], 16).ok().map(expand);
match s.len() {
3 => Some(Self::rgb8(nib(0)?, nib(1)?, nib(2)?)),
4 => Some(Self::rgba8(nib(0)?, nib(1)?, nib(2)?, nib(3)?)),
6 => Some(Self::rgb8(byte(0)?, byte(2)?, byte(4)?)),
8 => Some(Self::rgba8(byte(0)?, byte(2)?, byte(4)?, byte(6)?)),
_ => None,
}
}
/// Builds a colour from a CSS hex code (see [`Color::try_hex`]).
///
/// Panics if the string is invalid — convenient for known literals such as
/// `Color::hex("#3B82F6")`. For dynamic input, prefer `try_hex`.
pub fn hex(s: &str) -> Color {
Self::try_hex(s).unwrap_or_else(|| panic!("invalid hex colour code: {s:?}"))
}
/// The `[r, g, b, a]` array form, ready for the GPU.
pub const fn to_array(self) -> [f32; 4] {
[self.r, self.g, self.b, self.a]
}
/// Multiplies the opacity (alpha channel) by `opacity`, clamped to `0.0..=1.0`.
pub fn fade(self, opacity: f32) -> Color {
Color::rgba(self.r, self.g, self.b, self.a * opacity.clamp(0.0, 1.0))
}
/// Replaces the alpha channel (clamped to `0.0..=1.0`), leaving RGB alone.
pub fn with_alpha(self, alpha: f32) -> Color {
Color::rgba(self.r, self.g, self.b, alpha.clamp(0.0, 1.0))
}
/// Builds a colour from an `0xAARRGGBB` integer (alpha first).
pub const fn from_argb_u32(argb: u32) -> Color {
let a = (argb >> 24) & 0xFF;
let r = (argb >> 16) & 0xFF;
let g = (argb >> 8) & 0xFF;
let b = argb & 0xFF;
Color::rgba8(r as u8, g as u8, b as u8, a as u8)
}
/// Relative luminance (WCAG), computed on the **linearised** channels — the
/// basis of any contrast calculation. Ignores alpha. Result in `[0, 1]`.
pub fn compute_luminance(self) -> f32 {
let lin = self.to_linear();
0.2126 * lin.r + 0.7152 * lin.g + 0.0722 * lin.b
}
/// Converts one sRGB component (`0..1`) to linear.
fn srgb_to_linear(c: f32) -> f32 {
if c <= 0.04045 {
c / 12.92
} else {
((c + 0.055) / 1.055).powf(2.4)
}
}
/// Converts one linear component (`0..1`) to sRGB.
fn linear_to_srgb(c: f32) -> f32 {
if c <= 0.0031308 {
c * 12.92
} else {
1.055 * c.powf(1.0 / 2.4) - 0.055
}
}
/// The **linear** version of this colour (`Color` values are sRGB). Apply this
/// before handing anything to the GPU: an sRGB target re-encodes linear back to
/// sRGB, so sending linear values reproduces the colour you asked for. Alpha is
/// left unchanged.
pub fn to_linear(self) -> Color {
Color::rgba(
Self::srgb_to_linear(self.r),
Self::srgb_to_linear(self.g),
Self::srgb_to_linear(self.b),
self.a,
)
}
/// The inverse of [`Color::to_linear`]: linear → sRGB.
pub fn to_srgb(self) -> Color {
Color::rgba(
Self::linear_to_srgb(self.r),
Self::linear_to_srgb(self.g),
Self::linear_to_srgb(self.b),
self.a,
)
}
/// Linear interpolation towards `other` (`t` clamped to `0.0..=1.0`).
pub fn lerp(self, other: Color, t: f32) -> Color {
let t = t.clamp(0.0, 1.0);
Color::rgba(
self.r + (other.r - self.r) * t,
self.g + (other.g - self.g) * t,
self.b + (other.b - self.b) * t,
self.a + (other.a - self.a) * t,
)
}
/// The **surface tint** for a raised surface: `self` with `tint` laid over it at the
/// opacity Material 3 gives that elevation.
///
/// A raised surface in Material 3 is not lit, it is **tinted**. A shadow says a thing
/// is above the page; the tint says how far, and it is what keeps a raised card
/// legible against a dark background where a shadow shows nothing at all.
///
/// The opacities are the specification's own table, interpolated between its levels
/// and clamped outside them (see [`surface_tint_opacity`]).
///
/// The blend is a plain channel mix, **not** the framework's usual warning about
/// translucency: the result here is an opaque colour computed once and handed to the
/// renderer to paint, so nothing is composited and there is no linear-space step to
/// get wrong. Laying the tint on as a translucent layer instead would go through
/// compositing and come out darker — the same trap as every other token with an alpha.
///
/// A fully transparent `tint` leaves the surface alone, as the reference's does.
pub fn surface_tint(self, tint: Color, elevation: f32) -> Color {
if tint.a <= 0.0 {
return self;
}
self.lerp(tint, surface_tint_opacity(elevation))
}
}
/// How strongly a Material 3 surface is tinted at a given elevation.
///
/// The specification gives six levels rather than a curve:
///
/// | elevation | 0 | 1 | 3 | 6 | 8 | 12 |
/// |---|---|---|---|---|---|---|
/// | opacity | 0 | 0.05 | 0.08 | 0.11 | 0.12 | 0.14 |
///
/// Between two levels it interpolates; outside them it clamps, so a bar at 40 is tinted
/// exactly as much as one at 12 and no more. That is the reference's rule too, and the
/// table is the one its token generator emits.
pub fn surface_tint_opacity(elevation: f32) -> f32 {
const LEVELS: [(f32, f32); 6] = [
(0.0, 0.0),
(1.0, 0.05),
(3.0, 0.08),
(6.0, 0.11),
(8.0, 0.12),
(12.0, 0.14),
];
if elevation <= LEVELS[0].0 {
return LEVELS[0].1;
}
for pair in LEVELS.windows(2) {
let (low_e, low_o) = pair[0];
let (high_e, high_o) = pair[1];
if elevation <= high_e {
let t = (elevation - low_e) / (high_e - low_e);
return low_o + t * (high_o - low_o);
}
}
LEVELS[LEVELS.len() - 1].1
}
#[cfg(test)]
mod tests {
use super::*;
/// **The tint table is the specification's, levels and all.**
///
/// Six levels, interpolated between and clamped outside — a bar at 40 is tinted
/// exactly as much as one at 12. Checked at the levels themselves, between two of
/// them, and past the end, because those are the three ways a lookup table goes
/// wrong.
#[test]
fn the_surface_tint_follows_the_material_levels() {
assert_eq!(surface_tint_opacity(0.0), 0.0);
assert_eq!(surface_tint_opacity(1.0), 0.05);
assert_eq!(surface_tint_opacity(3.0), 0.08);
assert_eq!(surface_tint_opacity(12.0), 0.14);
// Halfway between level 1 and level 2.
assert!((surface_tint_opacity(2.0) - 0.065).abs() < 1e-6);
// Below the first level and above the last: clamped, not extrapolated.
assert_eq!(surface_tint_opacity(-4.0), 0.0);
assert_eq!(surface_tint_opacity(40.0), 0.14);
}
/// **A transparent tint leaves the surface exactly as it was.**
///
/// The reference returns the colour unmodified rather than blending towards
/// nothing, and the difference shows: blending towards a transparent colour would
/// drag the surface's own alpha down with it.
#[test]
fn a_transparent_tint_changes_nothing() {
let surface = Color::rgb(0.2, 0.2, 0.25);
assert_eq!(surface.surface_tint(Color::TRANSPARENT, 6.0), surface);
// And at elevation zero there is nothing to tint with either.
let tint = Color::rgb(0.4, 0.2, 0.9);
assert_eq!(surface.surface_tint(tint, 0.0), surface);
}
#[test]
fn lerp_midpoint() {
let a = Color::rgb(0.0, 0.0, 0.0);
let b = Color::rgb(1.0, 0.5, 0.0);
let mid = a.lerp(b, 0.5);
assert_eq!(mid, Color::rgb(0.5, 0.25, 0.0));
assert_eq!(a.lerp(b, 0.0), a);
assert_eq!(a.lerp(b, 1.0), b);
}
#[test]
fn srgb_linear_roundtrip_and_values() {
// Fixed points.
assert_eq!(
Color::rgb(0.0, 0.0, 0.0).to_linear(),
Color::rgb(0.0, 0.0, 0.0)
);
let white = Color::rgb(1.0, 1.0, 1.0).to_linear();
assert!((white.r - 1.0).abs() < 1e-4);
// sRGB midpoint 0.5 → about 0.214 linear.
let mid = Color::rgb(0.5, 0.5, 0.5).to_linear();
assert!(
(mid.r - 0.214).abs() < 0.005,
"0.5 sRGB → linear = {}",
mid.r
);
// Round trip.
let c = Color::rgba(0.2, 0.6, 0.9, 0.5);
let round = c.to_linear().to_srgb();
assert!((round.r - 0.2).abs() < 1e-3 && (round.g - 0.6).abs() < 1e-3);
// Alpha untouched.
assert_eq!(c.to_linear().a, 0.5);
}
#[test]
fn hex_parses_css_codes() {
assert_eq!(Color::hex("#000000"), Color::BLACK);
assert_eq!(Color::hex("#FFFFFF"), Color::WHITE);
// No '#', either case.
assert_eq!(Color::try_hex("ffffff"), Some(Color::WHITE));
// Short form: #RGB → #RRGGBB.
assert_eq!(Color::hex("#f00"), Color::rgb8(255, 0, 0));
// Alpha.
assert_eq!(Color::hex("#00000080").a, 128.0 / 255.0);
assert_eq!(Color::try_hex("#0008").unwrap().a, 0x88 as f32 / 255.0);
// A concrete component.
assert_eq!(Color::hex("#3B82F6"), Color::rgb8(0x3B, 0x82, 0xF6));
// Invalid input.
assert_eq!(Color::try_hex("#12"), None);
assert_eq!(Color::try_hex("#gggggg"), None);
assert_eq!(Color::try_hex(""), None);
}
#[test]
fn fade_scales_alpha() {
let c = Color::rgba(0.2, 0.4, 0.6, 0.8);
assert_eq!(c.fade(0.5), Color::rgba(0.2, 0.4, 0.6, 0.4));
assert_eq!(c.fade(1.0), c);
assert_eq!(c.fade(0.0).a, 0.0);
}
#[test]
fn with_alpha_replaces_alpha() {
let c = Color::rgba(0.2, 0.4, 0.6, 0.8);
assert_eq!(c.with_alpha(0.3), Color::rgba(0.2, 0.4, 0.6, 0.3));
assert_eq!(c.with_alpha(2.0).a, 1.0, "clamped to 1");
}
#[test]
fn from_argb_u32_decodes_channels() {
// 0x80FF0000 = red at 50% alpha.
let c = Color::from_argb_u32(0x80FF_0000);
assert_eq!(c.r, 1.0);
assert_eq!(c.g, 0.0);
assert_eq!(c.b, 0.0);
assert_eq!(c.a, 128.0 / 255.0);
assert_eq!(Color::from_argb_u32(0xFFFF_FFFF), Color::WHITE);
}
#[test]
fn luminance_orders_black_grey_white() {
assert!(Color::BLACK.compute_luminance() < 1e-6);
assert!((Color::WHITE.compute_luminance() - 1.0).abs() < 1e-4);
let grey = Color::rgb(0.5, 0.5, 0.5).compute_luminance();
assert!(grey > 0.0 && grey < 1.0);
// Green weighs more than red, which weighs more than blue (WCAG).
assert!(
Color::rgb(0.0, 1.0, 0.0).compute_luminance()
> Color::rgb(1.0, 0.0, 0.0).compute_luminance()
);
assert!(
Color::rgb(1.0, 0.0, 0.0).compute_luminance()
> Color::rgb(0.0, 0.0, 1.0).compute_luminance()
);
}
}