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path: root/public/assets/javascripts/ui/editor/LightControl.js
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var LightControl = View.extend({
  el: ".lightcontrol",
  
  events: {
    "mousedown": "stopPropagation",
    "click .color-swatches span": "select",
    "input #shadow-control": "updateShadow",
    "mousedown #brightness-control": "beginBrightness",
    "input #brightness-control": "updateBrightness",
    "input #outline-hue": "updateShadow",
    "input #wall-hue": "updateShadow",
  },
  
  initialize: function(){

    this.colorPicker = new LabColorPicker(this, 180, 180)
    this.$("#color-picker").append( this.colorPicker.canvas )
    this.$("#color-picker").append( this.colorPicker.cursor )
    
    this.$swatches = this.$(".swatch")
    this.$labels = this.$(".swatch + label")
    this.$swatch = {
      wall: this.$("#wall-color"),
      outline: this.$("#outline-color"),
      floor: this.$("#floor-color"),
      ceiling: this.$("#ceiling-color"),
    }
    this.$brightnessControl = this.$("#brightness-control")
  },

  modes: [ "wall", "outline", "floor", "ceiling" ],

  load: function(data){
    this.modes.forEach(function(mode){
      Walls.setColor[mode](data[mode])
      this.$swatch[ mode ].css("background-color", rgb_string(data[mode]))
    }.bind(this))
    this.setMode("wall")
  },
  
  loadDefaults: function(){
    var colors = {
      wall: app.defaults.colors.wall.slice(),
      outline: app.defaults.colors.outline.slice(),
      floor: app.defaults.colors.floor.slice(),
      ceiling: app.defaults.colors.ceiling.slice(),
    }
    this.load(colors)
  },
  
  toggle: function(state){
    this.$el.toggleClass("active", state);
  },
  
  show: function(){
    this.toggle(true)
  },
  
  hide: function(){
    this.toggle(false)
  },
  
  pick: function(rgb, Lab){
    this.labColor = Lab
    this.setSwatchColor(this.mode, rgb)
    console.log(rgb)
    Walls.setColor[ this.mode ](rgb)
  },
  
  setSwatchColor: function(mode, rgb) {
    this.$swatch[ mode ].css("background-color", rgb_string(rgb))
  },
  
  initialState: null,
  
  begin: function(){
    this.initialState = this.serialize()
  },
  
  serialize: function(){
    return {
      mode: this.mode,
      rgb: Walls.colors[ this.mode ]
    }
  },
  
  finalize: function(){
    if (! this.initialState) { return }
    UndoStack.push({
      type: 'update-colors',
      undo: this.initialState,
      redo: this.serialize(),
    })

    this.initialState = null

    // TODO: watch individual wall object here
    Minotaur.watch( app.router.editorView.settings )
  },
  
  setMode: function (mode) {
    var color, brightness
    this.mode = mode
    this.$(".active").removeClass("active")
    this.$swatch[ mode ].parent().addClass("active")
    color = Walls.colors[ mode ]
    
    this.labColor = this.colorPicker.load(color)
    this.$brightnessControl.val( this.labColor[0] )
  },
  
  select: function(e){
    var mode = $('.swatch', e.currentTarget).data('mode')
    this.setMode(mode)
  },
  
  beginBrightness: function(){
    this.begin()
    $(window).one("mouseup", this.finalize.bind(this))
  },
  
  updateBrightness: function(){
    this.labColor[0] = parseFloat( this.$brightnessControl.val() )
    var rgb = this.colorPicker.setLab( this.labColor )
    this.pick(rgb, this.labColor)
  },

})

var LabColorPicker = function (parent, w, h) {
  var base = this
  var canvas = this.canvas = document.createElement('canvas')
  var ctx = this.ctx = canvas.getContext('2d')
  var imageData = ctx.createImageData(w,h)
  var data = imageData.data

  var cursor = this.cursor = document.createElement("div")
  cursor.className = "colorPickerCursor"

  canvas.width = w
  canvas.height = h
  canvas.className = "colorPicker"

  var ww = w-1
  var hh = h-1
  
  var L_range = [0, 110]
  var a_range = [-86.185, 98.254]
  var b_range = [-107.863, 94.482]

  var rgb = [0,0,0]
  
  var val = 80
  
  this.mouse = new mouse({
    el: canvas,
    down: function(e, cursor){
      parent.begin()
      cursor.x.a = -cursor.x.a
      base.pick(cursor.x.a, cursor.y.a)
    },
    drag: function(e, cursor){
      cursor.x.b = -cursor.x.b
      base.pick(cursor.x.b, cursor.y.b)
    },
    up: function(){
      parent.finalize()
    }
  })
  
  this.setLab = function(Lab) {
    val = Lab[0]
    this.paint()
    var rgb = xyz2rgb(hunterlab2xyz(Lab[0], Lab[1], Lab[2])).map(Math.round)
    return rgb
  }
  this.pick = function(i, j){
    i = clamp(i, 0, w)
    j = clamp(j, 0, h)
    var x = mix( i/ww, a_range[0], a_range[1] )
    var y = mix( j/hh, b_range[0], b_range[1] )
    var rgb = xyz2rgb(hunterlab2xyz(val, x, y)).map(Math.round)
    this.moveCursor(i, j)
    parent.pick( rgb, [val,x,y] )
  }
  this.load = function(rgba){
    var Lab = xyz2hunterlab(rgb2xyz(rgba))
    var val = clamp( Lab[0], L_range[0], L_range[1] )
    var x = mix( norm(Lab[1], a_range[0], a_range[1]), 0, ww )
    var y = mix( norm(Lab[2], b_range[0], b_range[1]), 0, hh )
    
    this.moveCursor(x,y)
    this.setLab(Lab)
    return Lab
  }
  this.moveCursor = function(x,y){
    cursor.style.left = x + "px"
    cursor.style.top = y + "px"
  }
  this.paint = function() {
    val = clamp(val, L_range[0], L_range[1])
    var x, y, t
    for (var i = 0; i < w; i++) {
      for (var j = 0; j < h; j++) {
        x = mix( i/ww, a_range[0], a_range[1] )
        y = mix( j/hh, b_range[0], b_range[1] )
        t = (j*w + i) * 4
        rgb = xyz2rgb(hunterlab2xyz(val, x, y))
        data[t] = Math.round( rgb[0] )
        data[t+1] = Math.round( rgb[1] )
        data[t+2] = Math.round( rgb[2] )
        data[t+3] = 255
      }
    }
    ctx.putImageData(imageData,0,0)
  }
  
  function hunterlab2xyz (L,a,b) {
    var_Y = L / 10
    var_X = a / 17.5 * L / 10
    var_Z = b / 7 * L / 10

    Y = Math.pow(var_Y, 2)
    X = ( var_X + Y ) / 1.02
    Z = -( var_Z - Y ) / 0.847
    xyz = [X,Y,Z]
  }
  function xyz2rgb(){
    var var_X = xyz[0] / 100        //X from 0 to  95.047      (Observer = 2°, Illuminant = D65)
    var var_Y = xyz[1] / 100        //Y from 0 to 100.000
    var var_Z = xyz[2] / 100        //Z from 0 to 108.883

    var_R = var_X *  3.2406 + var_Y * -1.5372 + var_Z * -0.4986
    var_G = var_X * -0.9689 + var_Y *  1.8758 + var_Z *  0.0415
    var_B = var_X *  0.0557 + var_Y * -0.2040 + var_Z *  1.0570

    if ( var_R > 0.0031308 ) var_R = 1.055 * Math.pow( var_R, 1 / 2.4 ) - 0.055
    else                     var_R = 12.92 * var_R
    if ( var_G > 0.0031308 ) var_G = 1.055 * Math.pow( var_G, 1 / 2.4 ) - 0.055
    else                     var_G = 12.92 * var_G
    if ( var_B > 0.0031308 ) var_B = 1.055 * Math.pow( var_B, 1 / 2.4 ) - 0.055
    else                     var_B = 12.92 * var_B

    rgb[0] = clamp(var_R * 255, 0, 255)
    rgb[1] = clamp(var_G * 255, 0, 255)
    rgb[2] = clamp(var_B * 255, 0, 255)
    return rgb
  }
  function rgb2xyz(RGB){
    var var_R = ( RGB[0] / 255 )        // R from 0 to 255
    var var_G = ( RGB[1] / 255 )        // G from 0 to 255
    var var_B = ( RGB[2] / 255 )        // B from 0 to 255

    if ( var_R > 0.04045 ) var_R = Math.pow( ( var_R + 0.055 ) / 1.055, 2.4)
    else                   var_R = var_R / 12.92
    if ( var_G > 0.04045 ) var_G = Math.pow( ( var_G + 0.055 ) / 1.055, 2.4)
    else                   var_G = var_G / 12.92
    if ( var_B > 0.04045 ) var_B = Math.pow( ( var_B + 0.055 ) / 1.055, 2.4)
    else                   var_B = var_B / 12.92

    var_R = var_R * 100
    var_G = var_G * 100
    var_B = var_B * 100

    //Observer. = 2°, Illuminant = D65
    var x = var_R * 0.4124 + var_G * 0.3576 + var_B * 0.1805
    var y = var_R * 0.2126 + var_G * 0.7152 + var_B * 0.0722
    var z = var_R * 0.0193 + var_G * 0.1192 + var_B * 0.9505
    return [x,y,z]
  }
  function xyz2hunterlab (XYZ) {
    var X = XYZ[0]
    var Y = XYZ[1] || 1e-6  // otherwise divide-by-zero error when converting rgb(0,0,0)
    var Z = XYZ[2]
    var L = 10 * sqrt( Y )
    var a = 17.5 * ( ( ( 1.02 * X ) - Y ) / sqrt( Y ) )
    var b = 7 * ( ( Y - ( 0.847 * Z ) ) / sqrt( Y ) )
    return [L,a,b]
  }
}