point.ts 4.33 KB
/**
 * @preserve
 * Copyright 2015-2016 Igor Bezkrovnyi
 * All rights reserved. (MIT Licensed)
 *
 * point.ts - part of Image Quantization Library
 */
import { Y } from "../constants/bt709"

/**
 * v8 optimized class
 * 1) "constructor" should have initialization with worst types
 * 2) "set" should have |0 / >>> 0
 */
export class Point {
    r : number;
    g : number;
    b : number;
    a : number;
    uint32 : number;
    rgba : number[]; // TODO: better name is quadruplet or quad may be?
    Lab : { L : number; a : number; b : number };

    static createByQuadruplet(quadruplet : number[]) : Point {
        const point : Point = new Point();

        point.r = quadruplet[ 0 ] | 0;
        point.g = quadruplet[ 1 ] | 0;
        point.b = quadruplet[ 2 ] | 0;
        point.a = quadruplet[ 3 ] | 0;
        point._loadUINT32();
        point._loadQuadruplet();
        //point._loadLab();
        return point;
    }

    static createByRGBA(red : number, green : number, blue : number, alpha : number) : Point {
        const point : Point = new Point();

        point.r = red | 0;
        point.g = green | 0;
        point.b = blue | 0;
        point.a = alpha | 0;
        point._loadUINT32();
        point._loadQuadruplet();
        //point._loadLab();
        return point;
    }

    static createByUint32(uint32 : number) : Point {
        const point : Point = new Point();

        point.uint32 = uint32 >>> 0;
        point._loadRGBA();
        point._loadQuadruplet();
        //point._loadLab();
        return point;
    }

    constructor() {
        this.uint32 = -1 >>> 0;
        this.r      = this.g = this.b = this.a = 0;
        this.rgba = new Array(4);
        /*[ this.r , this.g , this.b , this.a ]*/
        this.rgba[ 0 ] = 0;
        this.rgba[ 1 ] = 0;
        this.rgba[ 2 ] = 0;
        this.rgba[ 3 ] = 0;
        /*
         this.Lab = {
         L : 0.0,
         a : 0.0,
         b : 0.0
         };
         */
    }

    from(point : Point) {
        this.r         = point.r;
        this.g         = point.g;
        this.b         = point.b;
        this.a         = point.a;
        this.uint32    = point.uint32;
        this.rgba[ 0 ] = point.r;
        this.rgba[ 1 ] = point.g;
        this.rgba[ 2 ] = point.b;
        this.rgba[ 3 ] = point.a;

        /*
         this.Lab.L = point.Lab.L;
         this.Lab.a = point.Lab.a;
         this.Lab.b = point.Lab.b;
         */
    }

    /*
     * TODO:
     Luminance from RGB:

     Luminance (standard for certain colour spaces): (0.2126*R + 0.7152*G + 0.0722*B) [1]
     Luminance (perceived option 1): (0.299*R + 0.587*G + 0.114*B) [2]
     Luminance (perceived option 2, slower to calculate):  sqrt( 0.241*R^2 + 0.691*G^2 + 0.068*B^2 ) ? sqrt( 0.299*R^2 + 0.587*G^2 + 0.114*B^2 ) (thanks to @MatthewHerbst) [http://alienryderflex.com/hsp.html]
     */
    getLuminosity(useAlphaChannel : boolean) : number {
        let r = this.r,
            g = this.g,
            b = this.b;

        if (useAlphaChannel) {
            r = Math.min(255, 255 - this.a + this.a * r / 255);
            g = Math.min(255, 255 - this.a + this.a * g / 255);
            b = Math.min(255, 255 - this.a + this.a * b / 255);
        }

        //var luma = this.r * Point._RED_COEFFICIENT + this.g * Point._GREEN_COEFFICIENT + this.b * Point._BLUE_COEFFICIENT;

        /*
         if(useAlphaChannel) {
         luma = (luma * (255 - this.a)) / 255;
         }
         */

        return r * Y.RED + g * Y.GREEN + b * Y.BLUE;
    }

    private _loadUINT32() {
        this.uint32 = (this.a << 24 | this.b << 16 | this.g << 8 | this.r) >>> 0;
    }

    private _loadRGBA() {
        this.r = this.uint32 & 0xff;
        this.g = (this.uint32 >>> 8) & 0xff;
        this.b = (this.uint32 >>> 16) & 0xff;
        this.a = (this.uint32 >>> 24) & 0xff;
    }

    private _loadQuadruplet() {
        this.rgba[ 0 ] = this.r;
        this.rgba[ 1 ] = this.g;
        this.rgba[ 2 ] = this.b;
        this.rgba[ 3 ] = this.a;

        /*
         var xyz = rgb2xyz(this.r, this.g, this.b);
         var lab = xyz2lab(xyz.x, xyz.y, xyz.z);
         this.lab.l = lab.l;
         this.lab.a = lab.a;
         this.lab.b = lab.b;
         */
    }

    /*
     private _loadLab() : void {
     var Lab = Color.Conversion.rgb2lab(this.r, this.g, this.b);
     this.Lab.L = Lab.L;
     this.Lab.a = Lab.a;
     this.Lab.b = Lab.b;
     }
     */
}