@atlaskit/tokens
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Design tokens are the single source of truth to name and store design decisions.
90 lines (89 loc) • 4.74 kB
JavaScript
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());