import chroma, pixie, random proc getBaseColor*(colorString: string = "", satMin: float = 0.2, satMax: float = 1.0, lumMin: float = 0.2, lumMax: float = 0.9): ColorHSL = ## Get base HSL color for a huepaper by `colorString`. # If no color string is given, create a random color if colorString == "": randomize() let hue = 360 * rand(1.0) sat = 100 * (satMin + rand(satMax - satMin)) lum = 100 * (lumMin + rand(lumMax - lumMin)) result = hsl(hue, sat, lum) # Else try to parse string else: try: result = colorString.parseHtmlColor.hsl except InvalidColor: result = ("#" & colorString).parseHtmlColor.hsl proc createColors*(baseColor: ColorHSL, hueMax: float = 0.1, satMin: float = 0.2, satMax: float = 1.0, lumMin: float = 0.2, lumMax: float = 0.9): array[4, ColorRGB] = ## Create four RGB corner colors for a huepaper based on a HSL `baseColor`. randomize() let maxSatDiff = 0.1 maxLumDiff = 0.1 # Create four random colors similar to the given base_color for i in 0 .. 3: var tmpHue = baseColor.h + 360 * (-hueMax / 2.0 + rand(hueMax)) tmpSat = baseColor.s + 100 * (-maxSatDiff + rand(2.0 * maxSatDiff)) tmpLum = baseColor.l + 100 * (-maxLumDiff + rand(2.0 * maxLumDiff)) # Correct hue if tmpHue > 360.0: tmpHue -= 360.0 # Clip saturation and luminance tmpSat = min(100 * satMax, max(100 * satMin, tmpSat)) tmpLum = min(100 * lumMax, max(100 * lumMin, tmpLum)) result[i] = hsl(tmpHue, tmpSat, tmpLum).color.rgb func blend(c1, c2: ColorRGB, factor: float): ColorRGB = ## Blends color `c1` to color `c2` with a `factor` from 0 to 1. result.r = (uint8)((1.0 - factor) * (float)c1.r) + (uint8)(factor * (float)c2.r) result.g = (uint8)((1.0 - factor) * (float)c1.g) + (uint8)(factor * (float)c2.g) result.b = (uint8)((1.0 - factor) * (float)c1.b) + (uint8)(factor * (float)c2.b) func createBaseHuepaper*(colors: array[4, ColorRGB], width, height: int): Image = ## Creates a base huepaper with given `width` and `height`. ## The `colors` are placed in clockwise order, beginning from top left. result = newImage(width, height) var leftColor: ColorRGB rightColor: ColorRGB for y in 0 ..< height: leftColor = colors[0].blend(colors[3], y / (height - 1)) rightColor = colors[1].blend(colors[2], y / (height - 1)) for x in 0 ..< width: result[x, y] = leftColor.blend(rightColor, x / (width - 1)) proc saveHuepaper*(huepaper: Image, filePath: string) = ## Save `huepaper` at `filePath`. huepaper.writeFile(filePath)