topical media & game development
mobile-query-three-plugins-assets-vendor-pixastic-actions-hsl.js / js
/*
* Pixastic Lib - HSL Adjust - v0.1.1
* Copyright (c) 2008 Jacob Seidelin, jseidelin@nihilogic.dk, http://blog.nihilogic.dk/
* License: [http://www.pixastic.com/lib/license.txt]
*/
Pixastic.Actions.hsl = {
process : function(params) {
var hue = parseInt(params.options.hue,10)||0;
var saturation = (parseInt(params.options.saturation,10)||0) / 100;
var lightness = (parseInt(params.options.lightness,10)||0) / 100;
// this seems to give the same result as Photoshop
if (saturation < 0) {
var satMul = 1+saturation;
} else {
var satMul = 1+saturation*2;
}
hue = (hue%360) / 360;
var hue6 = hue * 6;
var rgbDiv = 1 / 255;
var light255 = lightness * 255;
var lightp1 = 1 + lightness;
var lightm1 = 1 - lightness;
if (Pixastic.Client.hasCanvasImageData()) {
var data = Pixastic.prepareData(params);
var rect = params.options.rect;
var p = rect.width * rect.height;
var pix = p*4, pix1 = pix + 1, pix2 = pix + 2, pix3 = pix + 3;
while (p--) {
var r = data[pix-=4];
var g = data[pix1=pix+1];
var b = data[pix2=pix+2];
if (hue != 0 || saturation != 0) {
// ok, here comes rgb to hsl + adjust + hsl to rgb, all in one jumbled mess.
// It's not so pretty, but it's been optimized to get somewhat decent performance.
// The transforms were originally adapted from the ones found in Graphics Gems, but have been heavily modified.
var vs = r;
if (g > vs) vs = g;
if (b > vs) vs = b;
var ms = r;
if (g < ms) ms = g;
if (b < ms) ms = b;
var vm = (vs-ms);
var l = (ms+vs)/510;
if (l > 0) {
if (vm > 0) {
if (l <= 0.5) {
var s = vm / (vs+ms) * satMul;
if (s > 1) s = 1;
var v = (l * (1+s));
} else {
var s = vm / (510-vs-ms) * satMul;
if (s > 1) s = 1;
var v = (l+s - l*s);
}
if (r == vs) {
if (g == ms)
var h = 5 + ((vs-b)/vm) + hue6;
else
var h = 1 - ((vs-g)/vm) + hue6;
} else if (g == vs) {
if (b == ms)
var h = 1 + ((vs-r)/vm) + hue6;
else
var h = 3 - ((vs-b)/vm) + hue6;
} else {
if (r == ms)
var h = 3 + ((vs-g)/vm) + hue6;
else
var h = 5 - ((vs-r)/vm) + hue6;
}
if (h < 0) h+=6;
if (h >= 6) h-=6;
var m = (l+l-v);
var sextant = h>>0;
if (sextant == 0) {
r = v*255; g = (m+((v-m)*(h-sextant)))*255; b = m*255;
} else if (sextant == 1) {
r = (v-((v-m)*(h-sextant)))*255; g = v*255; b = m*255;
} else if (sextant == 2) {
r = m*255; g = v*255; b = (m+((v-m)*(h-sextant)))*255;
} else if (sextant == 3) {
r = m*255; g = (v-((v-m)*(h-sextant)))*255; b = v*255;
} else if (sextant == 4) {
r = (m+((v-m)*(h-sextant)))*255; g = m*255; b = v*255;
} else if (sextant == 5) {
r = v*255; g = m*255; b = (v-((v-m)*(h-sextant)))*255;
}
}
}
}
if (lightness < 0) {
r *= lightp1;
g *= lightp1;
b *= lightp1;
} else if (lightness > 0) {
r = r * lightm1 + light255;
g = g * lightm1 + light255;
b = b * lightm1 + light255;
}
if (r < 0)
data[pix] = 0
else if (r > 255)
data[pix] = 255
else
data[pix] = r;
if (g < 0)
data[pix1] = 0
else if (g > 255)
data[pix1] = 255
else
data[pix1] = g;
if (b < 0)
data[pix2] = 0
else if (b > 255)
data[pix2] = 255
else
data[pix2] = b;
}
return true;
}
},
checkSupport : function() {
return Pixastic.Client.hasCanvasImageData();
}
}
(C) Æliens
04/09/2009
You may not copy or print any of this material without explicit permission of the author or the publisher.
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