scratch-render
Version:
WebGL Renderer for Scratch 3.0
98 lines (83 loc) • 2.71 kB
JavaScript
/**
* Converts an RGB color value to HSV. Conversion formula
* adapted from http://lolengine.net/blog/2013/01/13/fast-rgb-to-hsv.
* Assumes r, g, and b are in the range [0, 255] and
* returns h, s, and v in the range [0, 1].
*
* @param {Array<number>} rgb The RGB color value
* @param {number} rgb.r The red color value
* @param {number} rgb.g The green color value
* @param {number} rgb.b The blue color value
* @param {Array<number>} dst The array to store the HSV values in
* @return {Array<number>} The `dst` array passed in
*/
const rgbToHsv = ([r, g, b], dst) => {
let K = 0.0;
r /= 255;
g /= 255;
b /= 255;
let tmp = 0;
if (g < b) {
tmp = g;
g = b;
b = tmp;
K = -1;
}
if (r < g) {
tmp = r;
r = g;
g = tmp;
K = (-2 / 6) - K;
}
const chroma = r - Math.min(g, b);
const h = Math.abs(K + ((g - b) / ((6 * chroma) + Number.EPSILON)));
const s = chroma / (r + Number.EPSILON);
const v = r;
dst[0] = h;
dst[1] = s;
dst[2] = v;
return dst;
};
/**
* Converts an HSV color value to RGB. Conversion formula
* adapted from https://gist.github.com/mjackson/5311256.
* Assumes h, s, and v are contained in the set [0, 1] and
* returns r, g, and b in the set [0, 255].
*
* @param {Array<number>} hsv The HSV color value
* @param {number} hsv.h The hue
* @param {number} hsv.s The saturation
* @param {number} hsv.v The value
* @param {Uint8Array|Uint8ClampedArray} dst The array to store the RGB values in
* @return {Uint8Array|Uint8ClampedArray} The `dst` array passed in
*/
const hsvToRgb = ([h, s, v], dst) => {
if (s === 0) {
dst[0] = dst[1] = dst[2] = (v * 255) + 0.5;
return dst;
}
// keep hue in [0,1) so the `switch(i)` below only needs 6 cases (0-5)
h %= 1;
const i = (h * 6) | 0;
const f = (h * 6) - i;
const p = v * (1 - s);
const q = v * (1 - (s * f));
const t = v * (1 - (s * (1 - f)));
let r = 0;
let g = 0;
let b = 0;
switch (i) {
case 0: r = v; g = t; b = p; break;
case 1: r = q; g = v; b = p; break;
case 2: r = p; g = v; b = t; break;
case 3: r = p; g = q; b = v; break;
case 4: r = t; g = p; b = v; break;
case 5: r = v; g = p; b = q; break;
}
// Add 0.5 in order to round. Setting integer TypedArray elements implicitly floors.
dst[0] = (r * 255) + 0.5;
dst[1] = (g * 255) + 0.5;
dst[2] = (b * 255) + 0.5;
return dst;
};
module.exports = {rgbToHsv, hsvToRgb};