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@atlaskit/tokens

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Design tokens are the single source of truth to name and store design decisions.

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import _classCallCheck from "@babel/runtime/helpers/classCallCheck"; import _createClass from "@babel/runtime/helpers/createClass"; import _defineProperty from "@babel/runtime/helpers/defineProperty"; var _ViewingConditions; import * as math from './math-utils'; import { whitePointD65 } from './white-point-d65'; import { yFromLstar } from './y-from-lstar'; export var ViewingConditions = /*#__PURE__*/function () { function ViewingConditions(n, aw, nbb, ncb, c, nc, rgbD, fl, fLRoot, z) { _classCallCheck(this, ViewingConditions); this.n = n; this.aw = aw; this.nbb = nbb; this.ncb = ncb; this.c = c; this.nc = nc; this.rgbD = rgbD; this.fl = fl; this.fLRoot = fLRoot; this.z = z; } return _createClass(ViewingConditions, null, [{ key: "make", value: /** * Create ViewingConditions from a simple, physically relevant, set of * parameters. * * @param whitePoint White point, measured in the XYZ color space. * default = D65, or sunny day afternoon * @param adaptingLuminance The luminance of the adapting field. Informally, * how bright it is in the room where the color is viewed. Can be * calculated from lux by multiplying lux by 0.0586. default = 11.72, * or 200 lux. * @param backgroundLstar The lightness of the area surrounding the color. * measured by L* in L*a*b*. default = 50.0 * @param surround A general description of the lighting surrounding the * color. 0 is pitch dark, like watching a movie in a theater. 1.0 is a * dimly light room, like watching TV at home at night. 2.0 means there * is no difference between the lighting on the color and around it. * default = 2.0 * @param discountingIlluminant Whether the eye accounts for the tint of the * ambient lighting, such as knowing an apple is still red in green light. * default = false, the eye does not perform this process on * self-luminous objects like displays. */ function make() { var whitePoint = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : whitePointD65(); var adaptingLuminance = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 200.0 / Math.PI * yFromLstar(50.0) / 100.0; var backgroundLstar = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 50.0; var surround = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : 2.0; var discountingIlluminant = arguments.length > 4 && arguments[4] !== undefined ? arguments[4] : false; var xyz = whitePoint; var rW = xyz[0] * 0.401288 + xyz[1] * 0.650173 + xyz[2] * -0.051461; var gW = xyz[0] * -0.250268 + xyz[1] * 1.204414 + xyz[2] * 0.045854; var bW = xyz[0] * -0.002079 + xyz[1] * 0.048952 + xyz[2] * 0.953127; var f = 0.8 + surround / 10.0; var c = f >= 0.9 ? math.lerp(0.59, 0.69, (f - 0.9) * 10.0) : math.lerp(0.525, 0.59, (f - 0.8) * 10.0); var d = discountingIlluminant ? 1.0 : f * (1.0 - 1.0 / 3.6 * Math.exp((-adaptingLuminance - 42.0) / 92.0)); d = d > 1.0 ? 1.0 : d < 0.0 ? 0.0 : d; var nc = f; var rgbD = [d * (100.0 / rW) + 1.0 - d, d * (100.0 / gW) + 1.0 - d, d * (100.0 / bW) + 1.0 - d]; var k = 1.0 / (5.0 * adaptingLuminance + 1.0); var k4 = k * k * k * k; var k4F = 1.0 - k4; var fl = k4 * adaptingLuminance + 0.1 * k4F * k4F * Math.cbrt(5.0 * adaptingLuminance); var n = yFromLstar(backgroundLstar) / whitePoint[1]; var z = 1.48 + Math.sqrt(n); var nbb = 0.725 / Math.pow(n, 0.2); var ncb = nbb; var rgbAFactors = [Math.pow(fl * rgbD[0] * rW / 100.0, 0.42), Math.pow(fl * rgbD[1] * gW / 100.0, 0.42), Math.pow(fl * rgbD[2] * bW / 100.0, 0.42)]; var rgbA = [400.0 * rgbAFactors[0] / (rgbAFactors[0] + 27.13), 400.0 * rgbAFactors[1] / (rgbAFactors[1] + 27.13), 400.0 * rgbAFactors[2] / (rgbAFactors[2] + 27.13)]; var aw = (2.0 * rgbA[0] + rgbA[1] + 0.05 * rgbA[2]) * nbb; return new ViewingConditions(n, aw, nbb, ncb, c, nc, rgbD, fl, Math.pow(fl, 0.25), z); } /** * Parameters are intermediate values of the CAM16 conversion process. Their * names are shorthand for technical color science terminology, this class * would not benefit from documenting them individually. A brief overview * is available in the CAM16 specification, and a complete overview requires * a color science textbook, such as Fairchild's Color Appearance Models. */ }]); }(); _ViewingConditions = ViewingConditions; /** * sRGB-like viewing conditions. */ _defineProperty(ViewingConditions, "DEFAULT", _ViewingConditions.make());