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@UweKeim
Last active July 24, 2024 09:00
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HSL color, HSB color and RGB color types, as well as conversion methods between them in C# and .NET
namespace ZetaColorEditor.Colors;
using System;
using System.Drawing;
/// <summary>
/// Provides color conversion functionality.
/// </summary>
/// <remarks>
/// http://en.wikipedia.org/wiki/HSV_color_space
/// http://www.easyrgb.com/math.php?MATH=M19#text19
/// </remarks>
internal static class ColorConverting
{
public static RgbColor ColorToRgb(
Color color)
{
return new(color.R, color.G, color.B, color.A);
}
public static Color RgbToColor(
RgbColor rgb)
{
return Color.FromArgb(rgb.Alpha, rgb.Red, rgb.Green, rgb.Blue);
}
public static HsbColor RgbToHsb(
RgbColor rgb)
{
// _NOTE #1: Even though we're dealing with a very small range of
// numbers, the accuracy of all calculations is fairly important.
// For this reason, I've opted to use double data types instead
// of float, which gives us a little bit extra precision (recall
// that precision is the number of significant digits with which
// the result is expressed).
var r = rgb.Red / 255d;
var g = rgb.Green / 255d;
var b = rgb.Blue / 255d;
var minValue = getMinimumValue(r, g, b);
var maxValue = getMaximumValue(r, g, b);
var delta = maxValue - minValue;
double hue = 0;
double saturation;
var brightness = maxValue * 100;
if (Math.Abs(maxValue - 0) < 0.00001 || Math.Abs(delta - 0) < 0.00001)
{
hue = 0;
saturation = 0;
}
else
{
// _NOTE #2: FXCop insists that we avoid testing for floating
// point equality (CA1902). Instead, we'll perform a series of
// tests with the help of 0.00001 that will provide
// a more accurate equality evaluation.
if (Math.Abs(minValue - 0) < 0.00001)
{
saturation = 100;
}
else
{
saturation = delta / maxValue * 100;
}
if (Math.Abs(r - maxValue) < 0.00001)
{
hue = (g - b) / delta;
}
else if (Math.Abs(g - maxValue) < 0.00001)
{
hue = 2 + (b - r) / delta;
}
else if (Math.Abs(b - maxValue) < 0.00001)
{
hue = 4 + (r - g) / delta;
}
}
hue *= 60;
if (hue < 0)
{
hue += 360;
}
return new(
hue,
saturation,
brightness,
rgb.Alpha);
}
public static HslColor RgbToHsl(
RgbColor rgb)
{
var varR = rgb.Red / 255.0; //Where RGB values = 0 ÷ 255
var varG = rgb.Green / 255.0;
var varB = rgb.Blue / 255.0;
var varMin = getMinimumValue(varR, varG, varB); //Min. value of RGB
var varMax = getMaximumValue(varR, varG, varB); //Max. value of RGB
var delMax = varMax - varMin; //Delta RGB value
double h;
double s;
var l = (varMax + varMin) / 2;
if (Math.Abs(delMax - 0) < 0.00001) //This is a gray, no chroma...
{
h = 0; //HSL results = 0 ÷ 1
s = 0;
// UK:
// s = 1.0;
}
else //Chromatic data...
{
if (l < 0.5)
{
s = delMax / (varMax + varMin);
}
else
{
s = delMax / (2.0 - varMax - varMin);
}
var delR = ((varMax - varR) / 6.0 + delMax / 2.0) / delMax;
var delG = ((varMax - varG) / 6.0 + delMax / 2.0) / delMax;
var delB = ((varMax - varB) / 6.0 + delMax / 2.0) / delMax;
if (Math.Abs(varR - varMax) < 0.00001)
{
h = delB - delG;
}
else if (Math.Abs(varG - varMax) < 0.00001)
{
h = 1.0 / 3.0 + delR - delB;
}
else if (Math.Abs(varB - varMax) < 0.00001)
{
h = 2.0 / 3.0 + delG - delR;
}
else
{
// Uwe Keim.
h = 0.0;
}
if (h < 0.0)
{
h += 1.0;
}
if (h > 1.0)
{
h -= 1.0;
}
}
// --
return new(
h * 360.0,
s * 100.0,
l * 100.0,
rgb.Alpha);
}
public static RgbColor HsbToRgb(
HsbColor hsb)
{
double red = 0, green = 0, blue = 0;
double h = hsb.Hue;
var s = (double)hsb.Saturation / 100;
var b = (double)hsb.Brightness / 100;
if (Math.Abs(s - 0) < 0.00001)
{
red = b;
green = b;
blue = b;
}
else
{
// the color wheel has six sectors.
var sectorPosition = h / 60;
var sectorNumber = (int)Math.Floor(sectorPosition);
var fractionalSector = sectorPosition - sectorNumber;
var p = b * (1 - s);
var q = b * (1 - s * fractionalSector);
var t = b * (1 - s * (1 - fractionalSector));
// Assign the fractional colors to r, g, and b
// based on the sector the angle is in.
switch (sectorNumber)
{
case 0:
red = b;
green = t;
blue = p;
break;
case 1:
red = q;
green = b;
blue = p;
break;
case 2:
red = p;
green = b;
blue = t;
break;
case 3:
red = p;
green = q;
blue = b;
break;
case 4:
red = t;
green = p;
blue = b;
break;
case 5:
red = b;
green = p;
blue = q;
break;
}
}
var nRed = Convert.ToInt32(red * 255);
var nGreen = Convert.ToInt32(green * 255);
var nBlue = Convert.ToInt32(blue * 255);
return new(nRed, nGreen, nBlue, hsb.Alpha);
}
public static RgbColor HslToRgb(
HslColor hsl)
{
double red, green, blue;
var h = hsl.PreciseHue / 360.0;
var s = hsl.PreciseSaturation / 100.0;
var l = hsl.PreciseLight / 100.0;
if (Math.Abs(s - 0.0) < 0.00001)
{
red = l;
green = l;
blue = l;
}
else
{
double var2;
if (l < 0.5)
{
var2 = l * (1.0 + s);
}
else
{
var2 = l + s - s * l;
}
var var1 = 2.0 * l - var2;
red = hue2Rgb(var1, var2, h + 1.0 / 3.0);
green = hue2Rgb(var1, var2, h);
blue = hue2Rgb(var1, var2, h - 1.0 / 3.0);
}
// --
var nRed = Convert.ToInt32(red * 255.0);
var nGreen = Convert.ToInt32(green * 255.0);
var nBlue = Convert.ToInt32(blue * 255.0);
return new(nRed, nGreen, nBlue, hsl.Alpha);
}
private static double hue2Rgb(
double v1,
double v2,
double vH)
{
if (vH < 0.0)
{
vH += 1.0;
}
if (vH > 1.0)
{
vH -= 1.0;
}
if (6.0 * vH < 1.0)
{
return v1 + (v2 - v1) * 6.0 * vH;
}
if (2.0 * vH < 1.0)
{
return v2;
}
if (3.0 * vH < 2.0)
{
return v1 + (v2 - v1) * (2.0 / 3.0 - vH) * 6.0;
}
return v1;
}
/// <summary>
/// Determines the maximum value of all of the numbers provided in the
/// variable argument list.
/// </summary>
private static double getMaximumValue(
params double[] values)
{
var maxValue = values[0];
if (values.Length >= 2)
{
for (var i = 1; i < values.Length; i++)
{
var num = values[i];
maxValue = Math.Max(maxValue, num);
}
}
return maxValue;
}
/// <summary>
/// Determines the minimum value of all of the numbers provided in the
/// variable argument list.
/// </summary>
private static double getMinimumValue(
params double[] values)
{
var minValue = values[0];
if (values.Length >= 2)
{
for (var i = 1; i < values.Length; i++)
{
var num = values[i];
minValue = Math.Min(minValue, num);
}
}
return minValue;
}
}
<Project>
<PropertyGroup>
<LangVersion>preview</LangVersion>
</PropertyGroup>
</Project>
namespace ZetaColorEditor.Colors;
using System.Drawing;
/// <summary>
/// Represents a HSV (=HSB) color space.
/// http://en.wikipedia.org/wiki/HSV_color_space
/// </summary>
[PublicAPI]
public sealed class HsbColor(double hue,
double saturation,
double brightness,
int alpha)
{
/// <summary>
/// Gets or sets the hue. Values from 0 to 360.
/// </summary>
public double PreciseHue { get; } = hue;
/// <summary>
/// Gets or sets the saturation. Values from 0 to 100.
/// </summary>
public double PreciseSaturation { get; } = saturation;
/// <summary>
/// Gets or sets the brightness. Values from 0 to 100.
/// </summary>
public double PreciseBrightness { get; } = brightness;
public int Hue => Convert.ToInt32(PreciseHue);
public int Saturation => Convert.ToInt32(PreciseSaturation);
public int Brightness => Convert.ToInt32(PreciseBrightness);
/// <summary>
/// Gets or sets the alpha. Values from 0 to 255.
/// </summary>
public int Alpha { get; } = alpha;
public static HsbColor FromColor(
Color color)
{
return ColorConverting.ColorToRgb(color).ToHsbColor();
}
public static HsbColor FromRgbColor(
RgbColor color)
{
return color.ToHsbColor();
}
public static HsbColor FromHsbColor(
HsbColor color)
{
return new(color.PreciseHue, color.PreciseSaturation, color.PreciseBrightness, color.Alpha);
}
public static HsbColor FromHslColor(
HslColor color)
{
return FromRgbColor(color.ToRgbColor());
}
public override string? ToString()
{
return $@"Hue: {Hue}; saturation: {Saturation}; brightness: {Brightness}.";
}
public Color ToColor()
{
return ColorConverting.HsbToRgb(this).ToColor();
}
public RgbColor ToRgbColor()
{
return ColorConverting.HsbToRgb(this);
}
public HsbColor ToHsbColor()
{
return new(PreciseHue, PreciseSaturation, PreciseBrightness, Alpha);
}
public HslColor ToHslColor()
{
return ColorConverting.RgbToHsl(ToRgbColor());
}
public override bool Equals(object? obj)
{
var equal = false;
if (obj is HsbColor color)
{
if (Math.Abs(PreciseHue - color.PreciseHue) < 0.00001 &&
Math.Abs(PreciseSaturation - color.PreciseSaturation) < 0.00001 &&
Math.Abs(PreciseBrightness - color.PreciseBrightness) < 0.00001 &&
Alpha == color.Alpha)
{
equal = true;
}
}
return equal;
}
public override int GetHashCode()
{
return $@"H:{Hue}-S:{Saturation}-B:{Brightness}-A:{Alpha}".GetHashCode();
}
}
namespace ZetaColorEditor.Colors;
using System.Drawing;
/// <summary>
/// Represents a HSL color space.
/// http://en.wikipedia.org/wiki/HSV_color_space
/// </summary>
[PublicAPI]
public sealed class HslColor(
double hue,
double saturation,
double light,
int alpha)
{
/// <summary>
/// Gets the hue. Values from 0 to 360.
/// </summary>
public int Hue => Convert.ToInt32(PreciseHue);
/// <summary>
/// Gets the precise hue. Values from 0 to 360.
/// </summary>
public double PreciseHue { get; } = hue;
/// <summary>
/// Gets the saturation. Values from 0 to 100.
/// </summary>
public int Saturation => Convert.ToInt32(PreciseSaturation);
/// <summary>
/// Gets the precise saturation. Values from 0 to 100.
/// </summary>
public double PreciseSaturation { get; } = saturation;
/// <summary>
/// Gets the light. Values from 0 to 100.
/// </summary>
public int Light => Convert.ToInt32(PreciseLight);
/// <summary>
/// Gets the precise light. Values from 0 to 100.
/// </summary>
public double PreciseLight { get; } = light;
/// <summary>
/// Gets the alpha. Values from 0 to 255
/// </summary>
public int Alpha { get; } = alpha;
public static HslColor FromColor(Color color)
{
return ColorConverting.RgbToHsl(ColorConverting.ColorToRgb(color));
}
public static HslColor FromRgbColor(RgbColor color)
{
return color.ToHslColor();
}
public static HslColor FromHslColor(HslColor color)
{
return new(
color.PreciseHue,
color.PreciseSaturation,
color.PreciseLight,
color.Alpha);
}
public static HslColor FromHsbColor(HsbColor color)
{
return FromRgbColor(color.ToRgbColor());
}
public override string? ToString()
{
return Alpha < 255
? $@"hsla({Hue}, {Saturation}%, {Light}%, {Alpha / 255f})"
: $@"hsl({Hue}, {Saturation}%, {Light}%)";
}
public Color ToColor()
{
return ColorConverting.HslToRgb(this).ToColor();
}
public RgbColor ToRgbColor()
{
return ColorConverting.HslToRgb(this);
}
public HslColor ToHslColor()
{
return this;
}
public HsbColor ToHsbColor()
{
return ColorConverting.RgbToHsb(ToRgbColor());
}
public override bool Equals(object? obj)
{
var equal = false;
if (obj is HslColor color)
{
if (Math.Abs(Hue - color.PreciseHue) < 0.00001 &&
Math.Abs(Saturation - color.PreciseSaturation) < 0.00001 &&
Math.Abs(Light - color.PreciseLight) < 0.00001 &&
Alpha == color.Alpha)
{
equal = true;
}
}
return equal;
}
public override int GetHashCode()
{
return $@"H:{PreciseHue}-S:{PreciseSaturation}-L:{PreciseLight}-A:{Alpha}".GetHashCode();
}
}
namespace ZetaColorEditor.Colors;
using System.Drawing;
/// <summary>
/// Represents a RGB color space.
/// http://en.wikipedia.org/wiki/HSV_color_space
/// </summary>
[PublicAPI]
public sealed class RgbColor(
int red,
int green,
int blue,
int alpha)
{
/// <summary>
/// Gets or sets the red component. Values from 0 to 255.
/// </summary>
public int Red { get; } = red;
/// <summary>
/// Gets or sets the green component. Values from 0 to 255.
/// </summary>
public int Green { get; } = green;
/// <summary>
/// Gets or sets the blue component. Values from 0 to 255.
/// </summary>
public int Blue { get; } = blue;
/// <summary>
/// Gets or sets the alpha component. Values from 0 to 255.
/// </summary>
public int Alpha { get; } = alpha;
public static RgbColor FromColor(
Color color)
{
return ColorConverting.ColorToRgb(color);
}
public static RgbColor FromRgbColor(
RgbColor color)
{
return new(color.Red, color.Green, color.Blue, color.Alpha);
}
public static RgbColor FromHsbColor(
HsbColor color)
{
return color.ToRgbColor();
}
public static RgbColor FromHslColor(
HslColor color)
{
return color.ToRgbColor();
}
public override string? ToString()
{
return Alpha < 255 ? $@"rgba({Red}, {Green}, {Blue}, {Alpha / 255d})" : $@"rgb({Red}, {Green}, {Blue})";
}
public Color ToColor()
{
return ColorConverting.RgbToColor(this);
}
public RgbColor ToRgbColor()
{
return this;
}
public HsbColor ToHsbColor()
{
return ColorConverting.RgbToHsb(this);
}
public HslColor ToHslColor()
{
return ColorConverting.RgbToHsl(this);
}
public override bool Equals(object? obj)
{
var equal = false;
if (obj is RgbColor color)
{
if (Red == color.Red && Blue == color.Blue && Green == color.Green && Alpha == color.Alpha)
{
equal = true;
}
}
return equal;
}
public override int GetHashCode()
{
return $@"R:{Red}-G:{Green}-B:{Blue}-A:{Alpha}".GetHashCode();
}
}
@UweKeim
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UweKeim commented Jul 24, 2024

Thanks, @hacklex. You creating a public repository sounds like an awesome idea. I would be glad and honored 😊.

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