//! Color math ported from bezel (`crates/theme/src/color.rs`, MIT License, //! Copyright (c) 2026 bezel contributors): the oklch → sRGB → HSL converters //! behind the token constructors, WCAG contrast for the palette tests, and //! small paint helpers. use gpui::{Hsla, hsla}; /// A neutral (chroma 0) oklch tone as Hsla. Chroma 0 means r == g == b exactly, /// so this goes straight to an achromatic Hsla (skipping the hue math avoids /// float-noise saturation). pub fn neutral(lightness: f32) -> Hsla { let [v, _, _] = oklch_to_srgb(lightness, 0.0, 0.0); hsla(0.0, 0.0, v, 1.0) } /// An exact achromatic tone from an 8-bit channel value (`grey(13)` ≡ `#0d0d0d`) /// — for surfaces matched against reference samples. pub fn grey(value: u8) -> Hsla { hsla(0.0, 0.0, value as f32 / 255.0, 1.0) } /// Convert an oklch color (CSS notation: L 0..1, C, H in degrees) to gpui Hsla. pub fn oklch(l: f32, c: f32, h_deg: f32) -> Hsla { let [r, g, b] = oklch_to_srgb(l, c, h_deg); let (h, s, l) = rgb_to_hsl(r, g, b); hsla(h, s, l, 1.0) } /// oklch → sRGB (each 0..1, clamped/gamut-clipped per channel). /// Reference: Björn Ottosson's OKLab definition (the same matrices CSS Color 4 uses). pub fn oklch_to_srgb(l: f32, c: f32, h_deg: f32) -> [f32; 3] { let [r, g, b] = oklch_to_linear(l, c, h_deg); [gamma_encode(r), gamma_encode(g), gamma_encode(b)] } /// oklch → *linear* sRGB, unclamped: a component outside 0..1 is a color the /// display cannot make, which is what [`fit_chroma`] tests for. fn oklch_to_linear(l: f32, c: f32, h_deg: f32) -> [f32; 3] { let h = h_deg.to_radians(); let a = c * h.cos(); let b = c * h.sin(); // OKLab → LMS (cube roots undone) let l_ = l + 0.396_337_78 * a + 0.215_803_76 * b; let m_ = l - 0.105_561_346 * a - 0.063_854_17 * b; let s_ = l - 0.089_484_18 * a - 1.291_485_5 * b; let (l3, m3, s3) = (l_ * l_ * l_, m_ * m_ * m_, s_ * s_ * s_); // LMS → linear sRGB let r = 4.076_741_7 * l3 - 3.307_711_6 * m3 + 0.230_969_93 * s3; let g = -1.268_438 * l3 + 2.609_757_4 * m3 - 0.341_319_4 * s3; let b = -0.004_196_086_3 * l3 - 0.703_418_6 * m3 + 1.707_614_7 * s3; [r, g, b] } fn gamma_encode(x: f32) -> f32 { let x = x.clamp(0.0, 1.0); if x <= 0.003_130_8 { 12.92 * x } else { 1.055 * x.powf(1.0 / 2.4) - 0.055 } } fn gamma_decode(x: f32) -> f32 { let x = x.clamp(0.0, 1.0); if x <= 0.040_449_936 { x / 12.92 } else { ((x + 0.055) / 1.055).powf(2.4) } } /// The oklch lightness of an achromatic tone: [`neutral`] inverted. /// /// Only greys round-trip through this. A grey's three channels are equal, and /// the three LMS matrix rows each sum to 1, so the whole OKLab transform /// collapses to one cube root — no inverse matrix needed. pub fn lightness(color: Hsla) -> f32 { gamma_decode(color.l).cbrt() } /// The most chroma sRGB can hold at this lightness and hue, up to `chroma`. /// /// Near black and near white the gamut is a needle: asking for a mid-ramp /// chroma there produces an out-of-range component, and clamping it per channel /// shifts the hue instead of dropping the saturation. fn fit_chroma(l: f32, chroma: f32, hue: f32) -> f32 { let fits = |c: f32| { oklch_to_linear(l, c, hue) .iter() .all(|x| (-1e-4..=1.0 + 1e-4).contains(x)) }; if fits(chroma) { return chroma; } let (mut lo, mut hi) = (0.0, chroma); for _ in 0..24 { let mid = 0.5 * (lo + hi); if fits(mid) { lo = mid } else { hi = mid } } lo } /// Re-emit an achromatic tone at `hue`, carrying as much `chroma` as its /// lightness can hold. Alpha rides through untouched. pub fn tint(color: Hsla, hue: f32, chroma: f32) -> Hsla { if chroma <= 0.0 { return color; } let l = lightness(color); let mut out = oklch(l, fit_chroma(l, chroma, hue), hue); out.a = color.a; out } /// sRGB (0..1 components) → HSL, all components 0..1 (gpui's Hsla convention). pub fn rgb_to_hsl(r: f32, g: f32, b: f32) -> (f32, f32, f32) { let max = r.max(g).max(b); let min = r.min(g).min(b); let l = (max + min) / 2.0; let delta = max - min; if delta < f32::EPSILON { return (0.0, 0.0, l); } let s = if l > 0.5 { delta / (2.0 - max - min) } else { delta / (max + min) }; let h = if (max - r).abs() < f32::EPSILON { ((g - b) / delta).rem_euclid(6.0) } else if (max - g).abs() < f32::EPSILON { (b - r) / delta + 2.0 } else { (r - g) / delta + 4.0 } / 6.0; (h, s, l) } /// HSL (gpui convention, all 0..1) → sRGB components 0..1. pub fn hsl_to_rgb(h: f32, s: f32, l: f32) -> [f32; 3] { if s <= f32::EPSILON { return [l, l, l]; } let q = if l < 0.5 { l * (1.0 + s) } else { l + s - l * s }; let p = 2.0 * l - q; let hue = |mut t: f32| { t = t.rem_euclid(1.0); if t < 1.0 / 6.0 { p + (q - p) * 6.0 * t } else if t < 0.5 { q } else if t < 2.0 / 3.0 { p + (q - p) * (2.0 / 3.0 - t) * 6.0 } else { p } }; [hue(h + 1.0 / 3.0), hue(h), hue(h - 1.0 / 3.0)] } /// WCAG 2.1 relative luminance of an opaque color. pub fn relative_luminance(color: Hsla) -> f32 { let lin = |c: f32| { if c <= 0.040_45 { c / 12.92 } else { ((c + 0.055) / 1.055).powf(2.4) } }; let [r, g, b] = hsl_to_rgb(color.h, color.s, color.l); 0.2126 * lin(r) + 0.7152 * lin(g) + 0.0722 * lin(b) } /// WCAG 2.1 contrast ratio between two opaque colors (1.0 … 21.0). /// /// Used by the palette tests to prove each light token reproduces the contrast /// its dark counterpart had, rather than merely looking plausible. pub fn contrast_ratio(a: Hsla, b: Hsla) -> f32 { let (la, lb) = (relative_luminance(a), relative_luminance(b)); let (hi, lo) = if la >= lb { (la, lb) } else { (lb, la) }; (hi + 0.05) / (lo + 0.05) } /// Composite `fg` (which may be translucent) over an opaque `bg`, returning the /// opaque result — the color the eye actually receives. pub fn flatten(fg: Hsla, bg: Hsla) -> Hsla { let a = fg.a.clamp(0.0, 1.0); let [fr, fg_, fb] = hsl_to_rgb(fg.h, fg.s, fg.l); let [br, bg_, bb] = hsl_to_rgb(bg.h, bg.s, bg.l); let (h, s, l) = rgb_to_hsl( fr * a + br * (1.0 - a), fg_ * a + bg_ * (1.0 - a), fb * a + bb * (1.0 - a), ); hsla(h, s, l, 1.0) } /// Linear per-component mix of two colors. pub fn mix(a: Hsla, b: Hsla, t: f32) -> Hsla { let t = t.clamp(0.0, 1.0); let lerp = |x: f32, y: f32| x + (y - x) * t; hsla( lerp(a.h, b.h), lerp(a.s, b.s), lerp(a.l, b.l), lerp(a.a, b.a), ) }