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loop/src/Color.hs
T
2021-09-14 01:17:07 +01:00

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Haskell

module Color
where
import Geometry
type RGBA = Point4
type Color = Point4
withAlpha :: Float -> RGBA -> RGBA
{-# INLINE withAlpha #-}
withAlpha a (V4 x y z a') = V4 x y z (a*a')
red,green,blue,yellow,cyan,magenta,rose
,violet,azure,aquamarine,chartreuse,orange,white,black::Color
red = V4 1 0 0 1
green = V4 0 1 0 1
blue = V4 0 0 1 1
yellow = V4 1 1 0 1
cyan = V4 0 1 1 1
magenta = V4 1 0 1 1
rose = V4 1 0 0.5 1
violet = V4 0.5 0 1 1
azure = V4 0 0.5 1 1
aquamarine= V4 0 1 0.5 1
chartreuse= V4 0.5 1 0 1
orange = V4 1 0.5 0 1
white = V4 1 1 1 1
black = V4 0 0 0 1
{-# INLINE red #-}
{-# INLINE green #-}
{-# INLINE blue #-}
{-# INLINE yellow #-}
{-# INLINE cyan #-}
{-# INLINE magenta #-}
{-# INLINE rose #-}
{-# INLINE violet #-}
{-# INLINE azure #-}
{-# INLINE aquamarine #-}
{-# INLINE chartreuse #-}
{-# INLINE orange #-}
{-# INLINE white #-}
{-# INLINE black #-}
mixColors :: Float -> Float -> Color -> Color -> Color
{-# INLINE mixColors #-}
mixColors rata ratb (V4 r0 g0 b0 a0) (V4 r2 g2 b2 a2) =
let fullrat = rata + ratb
normrata = rata / fullrat
normratb = ratb / fullrat
f x y = sqrt $ normrata * x^(2::Int) + normratb * y^(2::Int)
in V4 (f r0 r2 ) ( f g0 g2 ) ( f b0 b2 ) ( normrata * a0 + normratb * a2)
light :: Color -> Color
{-# INLINE light #-}
light (V4 r g b a) = V4 (r+0.2) (g+0.2) (b+0.2) a
dark :: Color -> Color
{-# INLINE dark #-}
dark (V4 r g b a) = V4 (r-0.2) (g-0.2) (b-0.2) a
dim :: Color -> Color
{-# INLINE dim #-}
dim (V4 r g b a) = V4 (r/1.2) (g/1.2) (b/1.2) a
brightX :: Float -> Float -> Color -> Color
{-# INLINE brightX #-}
brightX cm am (V4 r g b a) = V4 (r*cm) (g*cm) (b*cm) (a*am)
bright :: Color -> Color
{-# INLINE bright #-}
bright (V4 r g b a) = V4 (r*1.2) (g*1.2) (b*1.2) a
greyN :: Float -> Color
{-# INLINE greyN #-}
greyN x = toV4 (x,x,x,1)