Beispiel #1
0
        public static string RgbToHex(Rgb rgb)
        {
            byte rByte = (byte)Math.Round(rgb.R * 255.0);
            byte gByte = (byte)Math.Round(rgb.G * 255.0);
            byte bByte = (byte)Math.Round(rgb.B * 255.0);

            UInt64 hexValue = ((UInt64)rByte << 16) + ((UInt64)gByte << 8) + (UInt64)bByte;

            // Uno Doc: Using C#/.net string methods instead
            string hexString = string.Format(CultureInfo.InvariantCulture, "#{0:X6}", hexValue);

            // We'll size this string to accommodate "#XXXXXX" - i.e., a full RGB number with a # sign.
            //wchar_t hexString[8];
            //winrt::check_hresult(StringCchPrintfW(&hexString[0], 8, L"#%06X", hexValue));

            return(hexString);
        }
Beispiel #2
0
        public static Hsv RgbToHsv(Rgb rgb)
        {
            double hue;
            double saturation;
            double value;

            double max = rgb.R >= rgb.G ? (rgb.R >= rgb.B ? rgb.R : rgb.B) : (rgb.G >= rgb.B ? rgb.G : rgb.B);
            double min = rgb.R <= rgb.G ? (rgb.R <= rgb.B ? rgb.R : rgb.B) : (rgb.G <= rgb.B ? rgb.G : rgb.B);

            // The value, a number between 0 and 1, is the largest of R, G, and B (divided by 255).
            // Conceptually speaking, it represents how much color is present.
            // If at least one of R, G, B is 255, then there exists as much color as there can be.
            // If RGB = (0, 0, 0), then there exists no color at all - a value of zero corresponds
            // to black (i.e., the absence of any color).
            value = max;

            // The "chroma" of the color is a value directly proportional to the extent to which
            // the color diverges from greyscale.  If, for example, we have RGB = (255, 255, 0),
            // then the chroma is maximized - this is a pure yellow, no grey of any kind.
            // On the other hand, if we have RGB = (128, 128, 128), then the chroma being zero
            // implies that this color is pure greyscale, with no actual hue to be found.
            double chroma = max - min;

            // If the chrome is zero, then hue is technically undefined - a greyscale color
            // has no hue.  For the sake of convenience, we'll just set hue to zero, since
            // it will be unused in this circumstance.  Since the color is purely grey,
            // saturation is also equal to zero - you can think of saturation as basically
            // a measure of hue intensity, such that no hue at all corresponds to a
            // nonexistent intensity.
            if (chroma == 0)
            {
                hue        = 0.0;
                saturation = 0.0;
            }
            else
            {
                // In this block, hue is properly defined, so we'll extract both hue
                // and saturation information from the RGB color.

                // Hue can be thought of as a cyclical thing, between 0 degrees and 360 degrees.
                // A hue of 0 degrees is red; 120 degrees is green; 240 degrees is blue; and 360 is back to red.
                // Every other hue is somewhere between either red and green, green and blue, and blue and red,
                // so every other hue can be thought of as an angle on this color wheel.
                // These if/else statements determines where on this color wheel our color lies.
                if (rgb.R == max)
                {
                    // If the red channel is the most pronounced channel, then we exist
                    // somewhere between (-60, 60) on the color wheel - i.e., the section around 0 degrees
                    // where red dominates.  We figure out where in that section we are exactly
                    // by considering whether the green or the blue channel is greater - by subtracting green from blue,
                    // then if green is greater, we'll nudge ourselves closer to 60, whereas if blue is greater, then
                    // we'll nudge ourselves closer to -60.  We then divide by chroma (which will actually make the result larger,
                    // since chroma is a value between 0 and 1) to normalize the value to ensure that we get the right hue
                    // even if we're very close to greyscale.
                    hue = 60 * (rgb.G - rgb.B) / chroma;
                }
                else if (rgb.G == max)
                {
                    // We do the exact same for the case where the green channel is the most pronounced channel,
                    // only this time we want to see if we should tilt towards the blue direction or the red direction.
                    // We add 120 to center our value in the green third of the color wheel.
                    hue = 120 + 60 * (rgb.B - rgb.R) / chroma;
                }
                else                 // rgb.B == max
                {
                    // And we also do the exact same for the case where the blue channel is the most pronounced channel,
                    // only this time we want to see if we should tilt towards the red direction or the green direction.
                    // We add 240 to center our value in the blue third of the color wheel.
                    hue = 240 + 60 * (rgb.R - rgb.G) / chroma;
                }

                // Since we want to work within the range [0, 360), we'll add 360 to any value less than zero -
                // this will bump red values from within -60 to -1 to 300 to 359.  The hue is the same at both values.
                if (hue < 0.0)
                {
                    hue += 360.0;
                }

                // The saturation, our final HSV axis, can be thought of as a value between 0 and 1 indicating how intense our color is.
                // To find it, we divide the chroma - the distance between the minimum and the maximum RGB channels - by the maximum channel (i.e., the value).
                // This effectively normalizes the chroma - if the maximum is 0.5 and the minimum is 0, the saturation will be (0.5 - 0) / 0.5 = 1,
                // meaning that although this color is not as bright as it can be, the dark color is as intense as it possibly could be.
                // If, on the other hand, the maximum is 0.5 and the minimum is 0.25, then the saturation will be (0.5 - 0.25) / 0.5 = 0.5,
                // meaning that this color is partially washed out.
                // A saturation value of 0 corresponds to a greyscale color, one in which the color is *completely* washed out and there is no actual hue.
                saturation = chroma / value;
            }

            return(new Hsv(hue, saturation, value));
        }