Link webgl directly to browser/Color

This commit is contained in:
Daniel Imms
2019-11-12 10:00:40 -08:00
parent b3f439af09
commit 032185f8b0
@@ -11,6 +11,7 @@ import { throwIfFalsy } from '../WebglUtils';
import { IColor } from 'browser/Types';
import { IDisposable } from 'xterm';
import { AttributeData } from 'common/buffer/AttributeData';
import { toCss, ensureContrastRatioRgba } from 'browser/Color';
// In practice we're probably never going to exhaust a texture this large. For debugging purposes,
// however, it can be useful to set this to a really tiny value, to verify that LRU eviction works.
@@ -543,120 +544,3 @@ function getBgColor(bg: number): number {
default: return -1; // CM_DEFAULT defaults to -1
}
}
export function toCss(r: number, g: number, b: number): string {
return `#${toPaddedHex(r)}${toPaddedHex(g)}${toPaddedHex(b)}`;
}
export function toRgba(r: number, g: number, b: number, a: number = 0xFF): number {
// >>> 0 forces an unsigned int
return (r << 24 | g << 16 | b << 8 | a) >>> 0;
}
/**
* Gets the relative luminance of an RGB color, this is useful in determining the contrast ratio
* between two colors.
* @param rgb The color to use.
* @see https://www.w3.org/TR/WCAG20/#relativeluminancedef
*/
export function rgbRelativeLuminance(rgb: number): number {
return rgbRelativeLuminance2(
(rgb >> 16) & 0xFF,
(rgb >> 8 ) & 0xFF,
(rgb ) & 0xFF);
}
export function rgbRelativeLuminance2(r: number, g: number, b: number): number {
const rs = r / 255;
const gs = g / 255;
const bs = b / 255;
const rr = rs <= 0.03928 ? rs / 12.92 : Math.pow((rs + 0.055) / 1.055, 2.4);
const rg = gs <= 0.03928 ? gs / 12.92 : Math.pow((gs + 0.055) / 1.055, 2.4);
const rb = bs <= 0.03928 ? bs / 12.92 : Math.pow((bs + 0.055) / 1.055, 2.4);
return rr * 0.2126 + rg * 0.7152 + rb * 0.0722;
}
/**
* Gets the contrast ratio between two relative luminance values.
* @param l1 The first relative luminance.
* @param l2 The first relative luminance.
* @see https://www.w3.org/TR/WCAG20/#contrast-ratiodef
*/
export function contrastRatio(l1: number, l2: number): number {
if (l1 < l2) {
return (l2 + 0.05) / (l1 + 0.05);
}
return (l1 + 0.05) / (l2 + 0.05);
}
function rgbaToColor(r: number, g: number, b: number): IColor {
return {
css: toCss(r, g, b),
rgba: toRgba(r, g, b)
};
}
export function ensureContrastRatioRgba(bgRgba: number, fgRgba: number, ratio: number): number | undefined {
const bgL = rgbRelativeLuminance(bgRgba >> 8);
const fgL = rgbRelativeLuminance(fgRgba >> 8);
const cr = contrastRatio(bgL, fgL);
if (cr < ratio) {
if (fgL < bgL) {
return reduceLuminance(bgRgba, fgRgba, ratio);
}
return increaseLuminance(bgRgba, fgRgba, ratio);
}
return undefined;
}
export function ensureContrastRatio(bg: IColor, fg: IColor, ratio: number): IColor | undefined {
const result = ensureContrastRatioRgba(bg.rgba, fg.rgba, ratio);
if (!result) {
return undefined;
}
return rgbaToColor(
(result >> 24 & 0xFF),
(result >> 16 & 0xFF),
(result >> 8 & 0xFF)
);
}
export function reduceLuminance(bgRgba: number, fgRgba: number, ratio: number): number {
// This is a naive but fast approach to reducing luminance as converting to
// HSL and back is expensive
const bgR = (bgRgba >> 24) & 0xFF;
const bgG = (bgRgba >> 16) & 0xFF;
const bgB = (bgRgba >> 8) & 0xFF;
let fgR = (fgRgba >> 24) & 0xFF;
let fgG = (fgRgba >> 16) & 0xFF;
let fgB = (fgRgba >> 8) & 0xFF;
let cr = contrastRatio(rgbRelativeLuminance2(fgR, fgB, fgG), rgbRelativeLuminance2(bgR, bgG, bgB));
while (cr < ratio && (fgR > 0 || fgG > 0 || fgB > 0)) {
// Reduce by 10% until the ratio is hit
fgR -= Math.max(0, Math.ceil(fgR * 0.1));
fgG -= Math.max(0, Math.ceil(fgG * 0.1));
fgB -= Math.max(0, Math.ceil(fgB * 0.1));
cr = contrastRatio(rgbRelativeLuminance2(fgR, fgB, fgG), rgbRelativeLuminance2(bgR, bgG, bgB));
}
return fgR << 24 | fgG << 16 | fgB << 8 | 0xFF;
}
export function increaseLuminance(bgRgba: number, fgRgba: number, ratio: number): number {
// This is a naive but fast approach to increasing luminance as converting to
// HSL and back is expensive
const bgR = (bgRgba >> 24) & 0xFF;
const bgG = (bgRgba >> 16) & 0xFF;
const bgB = (bgRgba >> 8) & 0xFF;
let fgR = (fgRgba >> 24) & 0xFF;
let fgG = (fgRgba >> 16) & 0xFF;
let fgB = (fgRgba >> 8) & 0xFF;
let cr = contrastRatio(rgbRelativeLuminance2(fgR, fgB, fgG), rgbRelativeLuminance2(bgR, bgG, bgB));
while (cr < ratio && (fgR < 0xFF || fgG < 0xFF || fgB < 0xFF)) {
// Increase by 10% until the ratio is hit
fgR = Math.min(0xFF, fgR + Math.ceil((255 - fgR) * 0.1));
fgG = Math.min(0xFF, fgG + Math.ceil((255 - fgG) * 0.1));
fgB = Math.min(0xFF, fgB + Math.ceil((255 - fgB) * 0.1));
cr = contrastRatio(rgbRelativeLuminance2(fgR, fgB, fgG), rgbRelativeLuminance2(bgR, bgG, bgB));
}
return fgR << 24 | fgG << 16 | fgB << 8 | 0xFF;
}