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July 27, 2015 02:06
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rgb<--->hsb
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/// <summary> | |
/// HSB用float数据类型表示 | |
/// </summary> | |
static void RGB2HSB(int r, int g, int b, out float hue, out float sat, out float bri) | |
{ | |
int minval = Math.Min(r, Math.Min(g, b)); | |
int maxval = Math.Max(r, Math.Max(g, b)); | |
//bri | |
bri = (float)(maxval + minval) / 510; | |
//sat | |
if (maxval == minval) | |
{ | |
sat = 0.0f; | |
} | |
else | |
{ | |
int sum = maxval + minval; | |
if (sum > 255) | |
{ | |
sum = 510 - sum; | |
} | |
sat = (float)(maxval - minval) / sum; | |
} | |
//hue | |
if (maxval == minval) | |
{ | |
hue = 0.0f; | |
} | |
else | |
{ | |
float diff = (float)(maxval - minval); | |
float rnorm = (maxval - r) / diff; | |
float gnorm = (maxval - g) / diff; | |
float bnorm = (maxval - b) / diff; | |
hue = 0.0f; | |
if (r == maxval) | |
{ | |
hue = 60.0f * (6.0f + bnorm - gnorm); | |
} | |
if (g == maxval) | |
{ | |
hue = 60.0f * (2.0f + rnorm - bnorm); | |
} | |
if (b == maxval) | |
{ | |
hue = 60.0f * (4.0f + gnorm - rnorm); | |
} | |
if (hue > 360.0f) | |
{ | |
hue = hue - 360.0f; | |
} | |
} | |
} | |
/// <summary> | |
/// HSB用int数据类型表示,同Winform中的ColorDialog中HSB的表示 | |
/// </summary> | |
static void RGB2HSB(int r, int g, int b, out int hue, out int sat, out int bri) | |
{ | |
float fHue, fSat, fBri; | |
RGB2HSB(r, g, b, out fHue, out fSat, out fBri); | |
hue = (int)((fHue / 360.0f) * 240 + 0.5); | |
sat = (int)(fSat * 241 + 0.5); | |
bri = (int)(fBri * 241 + 0.5); | |
if (hue > 239) | |
{ | |
hue = 239; | |
} | |
if (sat > 240) | |
{ | |
sat = 240; | |
} | |
if (bri > 240) | |
{ | |
bri = 240; | |
} | |
} | |
/// <summary> | |
/// 传入的HSB用int型表示,如果用float型表示,可将下面的转换成float过程去掉 | |
/// </summary> | |
static void HSB2RGB(int hue, int sat, int bri, out int r, out int g, out int b) | |
{ | |
//begin:HSB转换为float | |
if (hue > 239) | |
{ | |
hue = 239; | |
} | |
else | |
{ | |
if (hue < 0) | |
{ | |
hue = 0; | |
} | |
} | |
if (sat > 240) | |
{ | |
sat = 240; | |
} | |
else | |
{ | |
if (sat < 0) | |
{ | |
sat = 0; | |
} | |
} | |
if (bri > 240) | |
{ | |
bri = 240; | |
} | |
else | |
{ | |
if (bri < 0) | |
{ | |
bri = 0; | |
} | |
} | |
float H = hue / 239.0f; | |
float S = sat / 240.0f; | |
float L = bri / 240.0f; | |
//end:HSB转换为float | |
float red = 0, green = 0, blue = 0; | |
float d1, d2; | |
if (L == 0) | |
{ | |
red = green = blue = 0; | |
} | |
else | |
{ | |
if (S == 0) | |
{ | |
red = green = blue = L; | |
} | |
else | |
{ | |
d2 = (L <= 0.5f) ? L * (1.0f + S) : L + S - (L * S); | |
d1 = 2.0f * L - d2; | |
float[] d3 = new float[] { H + 1.0f / 3.0f, H, H - 1.0f / 3.0f }; | |
float[] rgb = new float[] { 0, 0, 0 }; | |
for (int i = 0; i < 3; i++) | |
{ | |
if (d3[i] < 0) | |
{ | |
d3[i] += 1.0f; | |
} | |
if (d3[i] > 1.0f) | |
{ | |
d3[i] -= 1.0f; | |
} | |
if (6.0f * d3[i] < 1.0f) | |
{ | |
rgb[i] = d1 + (d2 - d1) * d3[i] * 6.0f; | |
} | |
else | |
{ | |
if (2.0f * d3[i] < 1.0f) | |
{ | |
rgb[i] = d2; | |
} | |
else | |
{ | |
if (3.0f * d3[i] < 2.0f) | |
{ | |
rgb[i] = (d1 + (d2 - d1) * ((2.0f / 3.0f) - d3[i]) * 6.0f); | |
} | |
else | |
{ | |
rgb[i] = d1; | |
} | |
} | |
} | |
} | |
red = rgb[0]; | |
green = rgb[1]; | |
blue = rgb[2]; | |
} | |
} | |
red = 255.0f * red; | |
green = 255.0f * green; | |
blue = 255.0f * blue; | |
if (red < 1) | |
{ | |
red = 0.0f; | |
} | |
else | |
{ | |
if (red > 255.0f) | |
{ | |
red = 255.0f; | |
} | |
} | |
if (green < 1) | |
{ | |
green = 0.0f; | |
} | |
else | |
{ | |
if (green > 255.0f) | |
{ | |
green = 255.0f; | |
} | |
} | |
if (blue < 1) | |
{ | |
blue = 0.0f; | |
} | |
else | |
{ | |
if (blue > 255.0f) | |
{ | |
blue = 255.0f; | |
} | |
} | |
r = (int)(red + 0.5); | |
g = (int)(green + 0.5); | |
b = (int)(blue + 0.5); | |
} | |
颜色转化时由于int跟float强制转换以及精度表示等原因,会产生误差。如一个RGB转换为HSB再转换为RGB会于原RGB有一定的误差。 |
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