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* main: Fix toPrecition (was off by one for fractional inputs) (color-js#384) Add the HCT color space (color-js#380) Add gamutSpace to ColorSpace Add CJS type defs for node16 resolution. (color-js#383)
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import ColorSpace from "../space.js"; | ||
import {constrain} from "../angles.js"; | ||
import xyz_d65 from "./xyz-d65.js"; | ||
import {fromCam16, toCam16, environment} from "./cam16.js"; | ||
import {WHITES} from "../adapt.js"; | ||
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const white = WHITES.D65; | ||
const ε = 216 / 24389; // 6^3/29^3 == (24/116)^3 | ||
const κ = 24389 / 27; // 29^3/3^3 | ||
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function toLstar (y) { | ||
// Convert XYZ Y to L* | ||
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const fy = (y > ε) ? Math.cbrt(y) : (κ * y + 16) / 116; | ||
return (116.0 * fy) - 16.0; | ||
} | ||
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function fromLstar (lstar) { | ||
// Convert L* back to XYZ Y | ||
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return (lstar > 8) ? Math.pow((lstar + 16) / 116, 3) : lstar / κ; | ||
} | ||
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function fromHct (coords, env) { | ||
// Use Newton's method to try and converge as quick as possible or | ||
// converge as close as we can. While the requested precision is achieved | ||
// most of the time, it may not always be achievable. Especially past the | ||
// visible spectrum, the algorithm will likely struggle to get the same | ||
// precision. If, for whatever reason, we cannot achieve the accuracy we | ||
// seek in the allotted iterations, just return the closest we were able to | ||
// get. | ||
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let [h, c, t] = coords; | ||
let xyz = []; | ||
let j = 0; | ||
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// Shortcut out for black | ||
if (t === 0) { | ||
return [0.0, 0.0, 0.0]; | ||
} | ||
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// Calculate the Y we need to target | ||
let y = fromLstar(t); | ||
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// A better initial guess yields better results. Polynomials come from | ||
// curve fitting the T vs J response. | ||
if (t > 0) { | ||
j = 0.00379058511492914 * t ** 2 + 0.608983189401032 * t + 0.9155088574762233; | ||
} | ||
else { | ||
j = 9.514440756550361e-06 * t ** 2 + 0.08693057439788597 * t - 21.928975842194614; | ||
} | ||
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// Threshold of how close is close enough, and max number of attempts. | ||
// More precision and more attempts means more time spent iterating. Higher | ||
// required precision gives more accuracy but also increases the chance of | ||
// not hitting the goal. 2e-12 allows us to convert round trip with | ||
// reasonable accuracy of six decimal places or more. | ||
const threshold = 2e-12; | ||
const max_attempts = 15; | ||
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let attempt = 0; | ||
let last = Infinity; | ||
let best = j; | ||
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// Try to find a J such that the returned y matches the returned y of the L* | ||
while (attempt <= max_attempts) { | ||
xyz = fromCam16({J: j, C: c, h: h}, env); | ||
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// If we are within range, return XYZ | ||
// If we are closer than last time, save the values | ||
const delta = Math.abs(xyz[1] - y); | ||
if (delta < last) { | ||
if (delta <= threshold) { | ||
return xyz; | ||
} | ||
best = j; | ||
last = delta; | ||
} | ||
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// f(j_root) = (j ** (1 / 2)) * 0.1 | ||
// f(j) = ((f(j_root) * 100) ** 2) / j - 1 = 0 | ||
// f(j_root) = Y = y / 100 | ||
// f(j) = (y ** 2) / j - 1 | ||
// f'(j) = (2 * y) / j | ||
j = j - (xyz[1] - y) * j / (2 * xyz[1]); | ||
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attempt += 1; | ||
} | ||
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// We could not acquire the precision we desired, | ||
// return our closest attempt. | ||
return fromCam16({J: j, C: c, h: h}, env); | ||
} | ||
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function toHct (xyz, env) { | ||
// Calculate HCT by taking the L* of CIE LCh D65 and CAM16 chroma and hue. | ||
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const t = toLstar(xyz[1]); | ||
if (t === 0.0) { | ||
return [0.0, 0.0, 0.0]; | ||
} | ||
const cam16 = toCam16(xyz, viewingConditions); | ||
return [constrain(cam16.h), cam16.C, t]; | ||
} | ||
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// Pre-calculate everything we can with the viewing conditions | ||
export const viewingConditions = environment( | ||
white, 200 / Math.PI * fromLstar(50.0), | ||
fromLstar(50.0) * 100, | ||
"average", | ||
false | ||
); | ||
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// https://material.io/blog/science-of-color-design | ||
// This is not a port of the material-color-utilities, | ||
// but instead implements the full color space as described, | ||
// combining CAM16 JCh and Lab D65. This does not clamp conversion | ||
// to HCT to specific chroma bands and provides support for wider | ||
// gamuts than Google currently supports and does so at a greater | ||
// precision (> 8 bits back to sRGB). | ||
// This implementation comes from https://github.com/facelessuser/coloraide | ||
// which is licensed under MIT. | ||
export default new ColorSpace({ | ||
id: "hct", | ||
name: "HCT", | ||
coords: { | ||
h: { | ||
refRange: [0, 360], | ||
type: "angle", | ||
name: "Hue", | ||
}, | ||
c: { | ||
refRange: [0, 145], | ||
name: "Colorfulness", | ||
}, | ||
t: { | ||
refRange: [0, 100], | ||
name: "Tone", | ||
} | ||
}, | ||
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base: xyz_d65, | ||
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fromBase (xyz) { | ||
return toHct(xyz, viewingConditions); | ||
}, | ||
toBase (hct) { | ||
return fromHct(hct, viewingConditions); | ||
}, | ||
formats: { | ||
color: {} | ||
}, | ||
}); |
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// Definitions by: Adam Thompson-Sharpe <https://github.com/MysteryBlokHed> | ||
// Minimum TypeScript Version: 4.1 | ||
export { default } from "./index.js"; | ||
export * from "./index.js"; |
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export * from "./index-fn.js"; |
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