fuck yeah color triangle

This commit is contained in:
Ronja 2021-11-23 21:01:26 +01:00
parent 654209442c
commit 69e368725a

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@ -5,45 +5,6 @@ import "luxe: draw" for PathStyle
import "luxe: math" for Math
import "luxe: color" for Color
var Color_spaces = [
{
"name": "RGB",
"components": ["r", "g", "b"],
"componentsFull": ["Red", "Green", "Blue"],
},
{
"name": "HSV",
"components": ["h", "s", "v"],
"componentsFull": ["Hue", "Saturation", "Value"],
},
{
"name": "HSL",
"components": ["h", "s", "l"],
"componentsFull": ["Hue", "Saturation", "Lightness"],
},
{
"name": "Oklab",
"components": ["L", "a", "b"],
"componentsFull": ["Lightness", "red/green", "blue/yellow"],
}
]
var Modes = [
//I wanted to do unicode icons but it doesnt render with the current font
{
"name": "Triangle",
"icon": "tri", //▲
},
{
"name": "Square",
"icon": "box", //■
},
{
"name": "Circle",
"icon": "round", //●
}
]
class ColorPicker{
static create(ui: Entity) : Control{
//parameters - we could expose some of this if we wanted to
@ -59,13 +20,14 @@ class ColorPicker{
var panel = UIWindow.create(ui)
Control.set_size(panel, 350, 400)
Control.set_id(panel, "panel.%(ID.unique())")
Control.set_state_data(panel, base_color)
//Control.set_state_data(panel, base_color) //turns out UIWindows use their own state, whoops
var color_view = Control.create(ui)
Control.set_behave(color_view, UIBehave.fill)
Control.set_margin(color_view, 0, 40, 0, 0)
Control.child_add(panel, color_view)
Control.set_id(panel, "color_view.%(ID.unique())")
Control.set_state_data(color_view, base_color) //stores state "golbally" for multiple elements in the colorpicker to access
var hsv_view = Control.create(ui)
Control.set_behave(hsv_view, UIBehave.fill)
@ -76,57 +38,63 @@ class ColorPicker{
var color_wheel = Control.create(ui)
Control.set_size(color_wheel, outer_ring_size, outer_ring_size)
Control.child_add(hsv_view, color_wheel)
//the wheel has a bunch of state to have stuff be more solid (for example not reset hue when going to [0,0,0,_]) and interaction state
Control.set_state_data(color_wheel, {"ring":null, "triangle":null,
"hue": base_hsv.x, "value": base_hsv.z, "saturation": base_hsv.y,
"value_gamma": base_value_gamma, "saturation_gamma": base_sat_gamma})
"hue": base_hsv.x, "value": base_hsv.z, "saturation": base_hsv.y})
Control.set_process(color_wheel){|control, state, event, x,y,w,h|
//this might not be nessecary anymore?
if(event.control != control) return
if(event.type == UIEvent.move){
x = Control.get_pos_x_abs(control)
y = Control.get_pos_y_abs(control)
var center = [x + w/2, y + h/2]
if(state["ring"] == "captured"){
if(state["ring"] == "captured"){ //if we're editing the ring(hue)
//hue from angle
var diff = [event.x - center.x, event.y - center.y]
var angle = Math.atan2(-diff.x, diff.y) + Num.pi
var hue = angle / Num.tau
var color = Control.get_state_data(panel)
var hsv = Color.rgb2hsv(color)
hsv[0] = hue
//change relevant values
var color = Control.get_state_data(color_view)
var hsv = [hue, state["saturation"], state["value"], color.a]
state["hue"] = hue
color = Color.hsv2rgb(hsv)
Control.set_state_data(panel, color)
Control.set_state_data(control, state)
Control.set_state_data(color_view, color)
UI.events_emit(control, UIEvent.change, state)
UI.events_emit(panel, UIEvent.change, color)
} else if(state["triangle"] == "captured"){
UI.events_emit(color_view, UIEvent.change, color)
} else if(state["triangle"] == "captured"){ //if we're editing the triangle (saturation & value)
var diff = [event.x - center.x, event.y - center.y] //position rel to center
Math.rotate(diff, 0, 0, state["hue"] * -360) //follow triangle rotation
//constrain to triangle
constrain_to_triangle(diff, triangle_size)
//get saturation based on distance to 2 edges
var saturation = (-diff.y + triangle_size) / ((-diff.y + triangle_size) + (Math.dot2D(diff, dir_vec(Math.radians(30), 1)) + triangle_size))
saturation = saturation.pow(state["saturation_gamma"])
saturation = saturation.pow(base_sat_gamma)
saturation = saturation.clamp(0, 1)
//similarly get value based on distance to other edge
var value = Math.dot2D(diff, dir_vec(Math.radians(150), 1))
value = value + triangle_size
value = value / (triangle_size * 3)
value = 1 - value
value = value.pow(state["value_gamma"])
value = value.pow(base_value_gamma)
value = value.clamp(0, 1)
var hue = state["hue"]
var color = Control.get_state_data(panel)
//calculate and apply relevant values
var hue = state["hue"]
var color = Control.get_state_data(color_view)
var hsv = [hue, saturation, value, color.a]
//System.print(hsv)
hsv[0] = hue
state["value"] = value
state["saturation"] = saturation
color = Color.hsv2rgb(hsv)
Control.set_state_data(panel, color)
Control.set_state_data(control, state)
Control.set_state_data(color_view, color)
UI.events_emit(control, UIEvent.change, state)
UI.events_emit(panel, UIEvent.change, color)
} else {
UI.events_emit(color_view, UIEvent.change, color)
} else { //if we're not editing anything, lets check what we're hovering over!
var distance = Math.dist2D(center, event)
//first reset hover state (can only be hover bc we checked for captured)
state["ring"] = null
@ -139,20 +107,52 @@ class ColorPicker{
}
}
} else if(event.type == UIEvent.press && event.button == 1) {
//if we click, check if we're hovering over anything and if so, change it to captured
var hover_ring = state["ring"] != null //ring is hover (or captured)
var hover_tri = state["triangle"] != null //triangle is hover (or captured)
if(hover_ring || hover_tri) UI.capture(control)
if(hover_ring || hover_tri) UI.capture(control) //if any of both happens, capture this
if(hover_ring) state["ring"] = "captured"
if(hover_tri) state["triangle"] = "captured"
} else if(event.type == UIEvent.release && event.button == 1) {
//todo: hover state based on position
} else if(event.type == UIEvent.release && event.button == 1) { //if we release a click, let go
x = Control.get_pos_x_abs(control)
y = Control.get_pos_y_abs(control)
var center = [x + w/2, y + h/2]
//todo: avoid code dupe with hover code
var distance = Math.dist2D(center, event)
//first reset hover state (can only be hover bc we checked for captured)
state["ring"] = null
state["triangle"] = null
//then find actual state
if(distance > inner_ring_size/2 && distance < outer_ring_size/2){
state["ring"] = "hover"
} else if(distance < inner_ring_size/2) { //todo: triangle not round
state["triangle"] = "hover"
}
UI.uncapture(control)
}
}
Control.set_allow_input(color_wheel, true)
//update values when some other UI that doesnt care about HSV changes the color
Control.set_events(color_view) {|event|
if(event.type == UIEvent.change){
//construct wheel color
var wheel_data = Control.get_state_data(color_wheel)
var wheel_color = Color.hsv2rgb([wheel_data["hue"], wheel_data["saturation"], wheel_data["value"], 1])
//ignore if its the same (we likely triggered this ourselves) (though this still fails often when 2 multiple land in the event queue)
if(approx_rgb(wheel_color, event.change, 0.001)) return
//update the wheel hsv if different
var hsv = Color.rgb2hsv(event.change)
//only change hue if saturation is nonzero and theres relevant change (saturation check is bc in rgb greyscale has no hue)
if(hsv.y > 0.001 && !approx(wheel_data["hue"], hsv.x, 0.001)) wheel_data["hue"] = hsv.x
//only change if theres relevant change
if(!approx(wheel_data["saturation"], hsv.y, 0.001)) wheel_data["saturation"] = hsv.y
if(!approx(wheel_data["value"], hsv.z, 0.001)) wheel_data["value"] = hsv.z
//also trigger event in self to update stuff like image rotation
UI.events_emit(color_wheel, UIEvent.change, wheel_data)
}
}
//ring visuals, interresting stuff happens in shader
var color_ring = UIImage.create(ui)
Control.set_size(color_ring, outer_ring_size, outer_ring_size)
Control.set_contain(color_ring, UIContain.justify)
@ -162,6 +162,7 @@ class ColorPicker{
UIImage.set_material(color_ring, color_ring_mat)
Control.child_add(color_wheel, color_ring)
//triangle visual, interresting stuff happens in shader
var color_triangle = UIImage.create(ui)
Control.set_margin(color_triangle, 30, 30, 0, 0)
Control.set_size(color_triangle, triangle_size * 4, triangle_size*4)
@ -172,6 +173,7 @@ class ColorPicker{
Material.set_input(color_tri_mat, "triangle.hue", base_hsv.x)
UIImage.set_material(color_triangle, color_tri_mat)
Control.child_add(color_wheel, color_triangle)
//rotates image when color wheel hue updates
Control.set_events(color_wheel) {|event|
if(event.type == UIEvent.change){
var hue = event.change["hue"]
@ -180,6 +182,7 @@ class ColorPicker{
}
}
//overlay does everything thats easier done with direct UI draw functions
var color_wheel_overlay = Control.create(ui)
Control.set_behave(color_wheel_overlay, UIBehave.fill)
Control.set_margin(color_wheel_overlay, 0, 0, 0, 0)
@ -189,11 +192,11 @@ class ColorPicker{
var center = [x + w/2, y + h/2]
var style: PathStyle = PathStyle.new()
var color = Control.get_state_data(panel)
var color = Control.get_state_data(color_view)
var wheel_data = Control.get_state_data(color_wheel)
var hue = wheel_data["hue"]
var value = wheel_data["value"].pow(1/wheel_data["value_gamma"])
var saturation = wheel_data["saturation"].pow(1/wheel_data["saturation_gamma"])
var value = wheel_data["value"].pow(1/base_value_gamma)
var saturation = wheel_data["saturation"].pow(1/base_sat_gamma)
//draw hue ring borders
style.color = [0.22, 0.22, 0.22, 1]
@ -223,11 +226,12 @@ class ColorPicker{
} else {
style.color = [0.22, 0.22, 0.22, 1]
}
var v_dist = (1 - value) * (triangle_size * 3) - triangle_size
var v_dir = dir_vec(Math.radians(150), 1)
var v_norm = [-v_dir.y, v_dir.x]
var width = value * triangle_size * 1.73205080756
var v_dist = (1 - value) * (triangle_size * 3) - triangle_size //distance in "value direction" in triangle
var v_dir = dir_vec(Math.radians(150), 1) //"value direction"
var v_norm = [-v_dir.y, v_dir.x] //direction orthogonal to "value direction"
var width = value * triangle_size * 1.73205080756 //width (along value ortho) at current value value
var pos = [v_dir.x * v_dist + (saturation*2-1) * width * v_norm.x, v_dir.y * v_dist + (saturation*2-1) * width * v_norm.y]
//adjust for rotation
Math.rotate(pos, 0, 0, hue * 360)
var dot_size = 7
UI.draw_circle(control, center.x + pos.x, center.y + pos.y, depth, dot_size, dot_size, 0, 360, 8, color)
@ -312,6 +316,14 @@ class ColorPicker{
*/
}
static approx_rgb(one: Color, other: Color, epsilson: Num) : Bool{
return approx(one.x, other.x, epsilson) && approx(one.y, other.y, epsilson) && approx(one.z, other.z, epsilson)
}
static approx(one: Num, other: Num, epsilon: Num) : Bool{
return (one - other).abs < epsilon
}
//if this goes into the actual engine and not editor code this should take degree
//but I like radians better :)
static dir_vec(angle: Num, length: Num) : List{