// ReSharper disable MemberCanBePrivate.Global using System; using System.Drawing; namespace CUE.NET.Helper { public static class ColorHelper { #region byte/float conversion public static float GetFloatA(this Color color) { return color.A / 255f; } public static float GetFloatR(this Color color) { return color.R / 255f; } public static float GetFloatG(this Color color) { return color.G / 255f; } public static float GetFloatB(this Color color) { return color.B / 255f; } public static Color CreateColorFromFloat(float a, float r, float g, float b) { return Color.FromArgb(GetIntColorFromFloat(a), GetIntColorFromFloat(r), GetIntColorFromFloat(g), GetIntColorFromFloat(b)); } private static byte GetIntColorFromFloat(float f) { // ReSharper disable once RedundantCast - never trust this ... float calcF = (float)Math.Max(0f, Math.Min(1f, f)); return (byte)(calcF.Equals(1f) ? 255 : calcF * 256f); } #endregion #region Blending public static Color Blend(this Color bg, Color fg) { if (fg.A == 255) return fg; if (fg.A == 0) return bg; float resultA = (1f - (1f - fg.GetFloatA()) * (1f - bg.GetFloatA())); float resultR = (fg.GetFloatR() * fg.GetFloatA() / resultA + bg.GetFloatR() * bg.GetFloatA() * (1f - fg.GetFloatA()) / resultA); float resultG = (fg.GetFloatG() * fg.GetFloatA() / resultA + bg.GetFloatG() * bg.GetFloatA() * (1f - fg.GetFloatA()) / resultA); float resultB = (fg.GetFloatB() * fg.GetFloatA() / resultA + bg.GetFloatB() * bg.GetFloatA() * (1f - fg.GetFloatA()) / resultA); return CreateColorFromFloat(resultA, resultR, resultG, resultB); } #endregion #region RGB/HSV conversion // https://en.wikipedia.org/wiki/HSL_and_HSV public static float GetHSVSaturation(this Color color) { int max = Math.Max(color.R, Math.Max(color.G, color.B)); int min = Math.Min(color.R, Math.Min(color.G, color.B)); // ReSharper disable RedundantCast - never trust this ... return (max == 0) ? 0 : 1f - ((float)min / (float)max); // ReSharper restore RedundantCast } public static float GetHSVValue(this Color color) { return Math.Max(color.R, Math.Max(color.G, color.B)) / 255f; } // Based on http://stackoverflow.com/questions/3018313/algorithm-to-convert-rgb-to-hsv-and-hsv-to-rgb-in-range-0-255-for-both/6930407#6930407 as of 27.09.2015 public static Color ColorFromHSV(float hue, float saturation, float value, byte alpha = 255) { if (saturation <= 0.0) { int val = GetIntColorFromFloat(value); return Color.FromArgb(alpha, val, val, val); } float hh = (hue % 360f) / 60f; int i = (int)hh; float ff = hh - i; float p = value * (1f - saturation); float q = value * (1f - (saturation * ff)); float t = value * (1f - (saturation * (1f - ff))); switch (i) { case 0: return Color.FromArgb(alpha, GetIntColorFromFloat(value), GetIntColorFromFloat(t), GetIntColorFromFloat(p)); case 1: return Color.FromArgb(alpha, GetIntColorFromFloat(q), GetIntColorFromFloat(value), GetIntColorFromFloat(p)); case 2: return Color.FromArgb(alpha, GetIntColorFromFloat(p), GetIntColorFromFloat(value), GetIntColorFromFloat(t)); case 3: return Color.FromArgb(alpha, GetIntColorFromFloat(p), GetIntColorFromFloat(q), GetIntColorFromFloat(value)); case 4: return Color.FromArgb(alpha, GetIntColorFromFloat(t), GetIntColorFromFloat(p), GetIntColorFromFloat(value)); default: return Color.FromArgb(alpha, GetIntColorFromFloat(value), GetIntColorFromFloat(p), GetIntColorFromFloat(q)); } } #endregion } }