// RRUtils RRCausticColorMatcher.m // // Copyright © 2008, Roy Ratcliffe, Lancaster, United Kingdom // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE // SOFTWARE. // //------------------------------------------------------------------------------ #import "RRCausticColorMatcher.h" @implementation RRCausticColorMatcher - (id)init { if ((self = [super init])) { causticHue = 60.0f/360; // yellow graySaturationThreshold = 0.001f; causticSaturationForGrays = 0.2f; redHueThreshold = (360.0f-18)/360; // red-18° blueHueThreshold = (240.0f+12)/360; // blue+12° blueCausticHue = 300.0f/360; // magenta causticFractionDomainFactor = 1.4f; causticFractionRangeFactor = 0.6f; } return self; } - (NSColor *)matchForColor:(NSColor *)aColor { CGFloat hsba[4]; [[aColor colorUsingColorSpaceName:NSCalibratedRGBColorSpace] getHue:hsba+0 saturation:hsba+1 brightness:hsba+2 alpha:hsba+3]; [self matchForHSB:hsba caustic:hsba]; return [NSColor colorWithCalibratedHue:hsba[0] saturation:hsba[1] brightness:hsba[2] alpha:hsba[3]]; } - (void)matchForHSB:(const CGFloat *)hsb caustic:(CGFloat *)outHSB { #define HCOMP (0) // hue component #define SCOMP (1) // saturation component #define BCOMP (2) // brightness component // Derive and blend two colours: non-caustic and caustic. The first, // non-caustic, derives directly from the input triple (hsb argument). Each // triple has three components, of course: hue, saturation and brightness, // in that order. // If the saturation is too low, pretend the input colour exactly matches // the caustic colour (yellow by default). Increase the saturation // too. Therefore, all low-saturation colours snap to caustic yellow. Low // saturation amounts to grey. // non-caustic CGFloat noncaustic[3]; if (hsb[SCOMP] < graySaturationThreshold) { noncaustic[HCOMP] = causticHue; noncaustic[SCOMP] = causticSaturationForGrays; } else { noncaustic[HCOMP] = hsb[HCOMP]; noncaustic[SCOMP] = hsb[SCOMP]; } noncaustic[BCOMP] = hsb[BCOMP]; // Red-hue threshold marks the dividing line between blue and red. Every hue // at the threshold or above shifts down and becomes a negative hue. It // thereby escapes the blue-hue threshold and receives the default yellow // caustic hue. if (noncaustic[HCOMP] >= redHueThreshold) { noncaustic[HCOMP] -= 1.0f; } // caustic CGFloat caustic[3]; if (noncaustic[HCOMP] < blueHueThreshold) { caustic[HCOMP] = causticHue; } else { caustic[HCOMP] = blueCausticHue; } caustic[SCOMP] = caustic[BCOMP] = 1.0f; CGFloat causticFraction = noncaustic[HCOMP] - caustic[HCOMP]; // At this point, the caustic fraction lies in the range -1 to 1. Caustic // hues equate to 1/6 or 5/6 for yellow or magenta, respectively. Input // comparison hue equates to (redHueThreshold-1) to redHueThreshold, low to // high range. Where, since 0<=redHueThreshold<=1 holds true, the caustic // fraction easily falls within the -1,1 interval. The fraction measures the // different between the caustic hue and the input hue. causticFraction *= causticFractionDomainFactor; causticFraction = cosf((CGFloat)M_PI*causticFraction); causticFraction += 1.0f; causticFraction *= 0.5f; causticFraction *= causticFractionRangeFactor; // blend CGFloat noncausticFraction = 1.0f - causticFraction; outHSB[HCOMP] = noncaustic[HCOMP]*noncausticFraction + caustic[HCOMP]*causticFraction; outHSB[BCOMP] = noncaustic[BCOMP]*noncausticFraction + caustic[BCOMP]*causticFraction; outHSB[SCOMP] = noncaustic[SCOMP]; } @synthesize causticHue; @synthesize graySaturationThreshold; @synthesize causticSaturationForGrays; @synthesize redHueThreshold; @synthesize blueHueThreshold; @synthesize blueCausticHue; @synthesize causticFractionDomainFactor; @synthesize causticFractionRangeFactor; @end
# | Change | User | Description | Committed | |
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#1 | 20722 | jdputsch | initial branch, prep for -Zapp= support | ||
//guest/michael_bishop/MacMenu/src/3rdParty/GlossCausticShader/RRCausticColorMatcher.m | |||||
#1 | 8331 | Matt Attaway |
Adding initial version of MacMenu for Perforce MacMenu is a helpful Perforce client that sits in your toolbar. It allows you to run standard Perforce operations on the document that is open the currently active editor/viewer. |