{-# LANGUAGE PatternSynonyms #-} {-# LANGUAGE ViewPatterns #-} {- Copyright 2018 The CodeWorld Authors. All rights reserved. Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at http://www.apache.org/licenses/LICENSE-2.0 Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License. -} module CodeWorld.Color where import Data.Fixed (mod') import Data.List (unfoldr) import System.Random (mkStdGen) import System.Random.Shuffle (shuffle') data Color = RGBA !Double !Double !Double !Double deriving (Show, Eq) type Colour = Color pattern RGB :: Double -> Double -> Double -> Color pattern RGB r g b = RGBA r g b 1 pattern HSL :: Double -> Double -> Double -> Color pattern HSL h s l <- (toHSL -> Just (h, s, l)) where HSL h s l = fromHSL h s l -- Utility functions for pattern synonyms. fence :: Double -> Double fence = max 0 . min 1 wrapNum :: Double -> Double -> Double wrapNum lim x = x - fromInteger (floor (x / lim)) * lim fenceColor :: Color -> Color fenceColor (RGBA r g b a) = RGBA (fence r) (fence g) (fence b) (fence a) -- Based on the algorithm from the CSS3 specification. fromHSL :: Double -> Double -> Double -> Color fromHSL (wrapNum (2 * pi) -> h) (fence -> s) (fence -> l) = RGBA r g b 1 where m1 = l * 2 - m2 m2 | l <= 0.5 = l * (s + 1) | otherwise = l + s - l * s r = convert m1 m2 (h / 2 / pi + 1 / 3) g = convert m1 m2 (h / 2 / pi) b = convert m1 m2 (h / 2 / pi - 1 / 3) convert m1 m2 h | h < 0 = convert m1 m2 (h + 1) | h > 1 = convert m1 m2 (h - 1) | h * 6 < 1 = m1 + (m2 - m1) * h * 6 | h * 2 < 1 = m2 | h * 3 < 2 = m1 + (m2 - m1) * (2 / 3 - h) * 6 | otherwise = m1 toHSL :: Color -> Maybe (Double, Double, Double) toHSL c@(RGBA _ _ _ 1) = Just (hue c, saturation c, luminosity c) toHSL _ = Nothing white, black :: Color white = RGBA 1 1 1 1 black = RGBA 0 0 0 1 -- Primary and secondary colors red, green, blue, cyan, magenta, yellow :: Color red = HSL (0 / 3 * pi) 0.75 0.5 yellow = HSL (1 / 3 * pi) 0.75 0.5 green = HSL (2 / 3 * pi) 0.75 0.5 cyan = HSL (3 / 3 * pi) 0.75 0.5 blue = HSL (4 / 3 * pi) 0.75 0.5 magenta = HSL (5 / 3 * pi) 0.75 0.5 -- Tertiary colors orange, rose, chartreuse, aquamarine, violet, azure :: Color orange = HSL (1 / 6 * pi) 0.75 0.5 chartreuse = HSL (3 / 6 * pi) 0.75 0.5 aquamarine = HSL (5 / 6 * pi) 0.75 0.5 azure = HSL (7 / 6 * pi) 0.75 0.5 violet = HSL (9 / 6 * pi) 0.75 0.5 rose = HSL (11 / 6 * pi) 0.75 0.5 -- Other common colors and color names brown = HSL (1 / 6 * pi) 0.5 0.5 purple = violet pink = lighter 0.25 rose mixed :: Color -> Color -> Color mixed (fenceColor -> RGBA r1 g1 b1 a1) (fenceColor -> RGBA r2 g2 b2 a2) | a1 + a2 == 0 = RGBA 0 0 0 0 | otherwise = RGBA r g b a where r = sqrt ((r1 ^ 2 * a1 + r2 ^ 2 * a2) / (a1 + a2)) g = sqrt ((g1 ^ 2 * a1 + g2 ^ 2 * a2) / (a1 + a2)) b = sqrt ((b1 ^ 2 * a1 + b2 ^ 2 * a2) / (a1 + a2)) a = (a1 + a2) / 2 -- Helper function that sets the alpha of the second color to that -- of the first sameAlpha :: Color -> Color -> Color sameAlpha (fenceColor -> RGBA r1 g1 b1 a1) (fenceColor -> RGBA r2 g2 b2 a2) = RGBA r2 g2 b2 a1 lighter :: Double -> Color -> Color lighter d c = sameAlpha c $ HSL (hue c) (saturation c) (fence (luminosity c + d)) light :: Color -> Color light = lighter 0.15 darker :: Double -> Color -> Color darker d = lighter (-d) dark :: Color -> Color dark = darker 0.15 brighter :: Double -> Color -> Color brighter d c = sameAlpha c $ HSL (hue c) (fence (saturation c + d)) (luminosity c) bright :: Color -> Color bright = brighter 0.25 duller :: Double -> Color -> Color duller d = brighter (-d) dull :: Color -> Color dull = duller 0.25 translucent :: Color -> Color translucent (fenceColor -> RGBA r g b a) = RGBA r g b (a / 2) gray, grey :: Double -> Color gray = grey grey (fence -> k) = RGBA k k k 1 -- | An infinite list of colors. assortedColors :: [Color] assortedColors = [ HSL (adjusted h) 0.75 0.5 | h <- [0, 2 * pi / phi ..] ] where phi = (1 + sqrt 5) / 2 adjusted x = x + a0 + a1 * sin (1*x) + b1 * cos (1*x) + a2 * sin (2*x) + b2 * cos (2*x) + a3 * sin (3*x) + b3 * cos (3*x) + a4 * sin (4*x) + b4 * cos (4*x) a0 = -8.6870353473225553e-02 a1 = 8.6485747604766350e-02 b1 = -9.6564816819163041e-02 a2 = -3.0072759267059756e-03 b2 = 1.5048456422494966e-01 a3 = 9.3179137558373148e-02 b3 = 2.9002513227535595e-03 a4 = -6.6275768228887290e-03 b4 = -1.0451841243520298e-02 hue :: Color -> Double hue (fenceColor -> RGBA r g b a) | hi - lo < epsilon = 0 | r == hi && g >= b = (g - b) / (hi - lo) * pi / 3 | r == hi = (g - b) / (hi - lo) * pi / 3 + 2 * pi | g == hi = (b - r) / (hi - lo) * pi / 3 + 2 / 3 * pi | otherwise = (r - g) / (hi - lo) * pi / 3 + 4 / 3 * pi where hi = max r (max g b) lo = min r (min g b) epsilon = 0.000001 saturation :: Color -> Double saturation (fenceColor -> RGBA r g b a) | hi - lo < epsilon = 0 | otherwise = (hi - lo) / (1 - abs (hi + lo - 1)) where hi = max r (max g b) lo = min r (min g b) epsilon = 0.000001 luminosity :: Color -> Double luminosity (fenceColor -> RGBA r g b a) = (lo + hi) / 2 where hi = max r (max g b) lo = min r (min g b) alpha :: Color -> Double alpha (RGBA r g b a) = fence a