BladePoint
BladePoint

Reputation: 632

AS3: Manually calculating RGB multipliers and offsets for brightness from -1 to 1

How would you manually calculate RGB multipliers and offsets to adjust the brightness of a color so that an argument of -1 was all black and 1 was all white?

If it's less than 1, it's easy. R, G, and B are just multiplied by (1 + brightness).

But how would you calculate the offsets for brightness values greater than 0?

Upvotes: 1

Views: 258

Answers (1)

Organis
Organis

Reputation: 7316

It is simple channel per channel interpolation math. It does not look simple only because there are three channels and they need de/serialization for various purposes.

// Usage.

acoolor:uint = parseRGB(200, 150, 100);

trace(colorToRGB(brightNess(acoolor, 0.5)));
trace(colorToRGB(brightNess(acoolor, -0.5)));

// Implementation.

function parseRGB(ared:uint, agreen:uint, ablue:uint):uint
{
    var result:uint;

    result += (ared << 16) & 0xFF0000;
    result += (agreen << 8) & 0xFF00;
    result += (ablue) & 0xFF;

    return result;
}

function colorToRGB(acolor:uint):Array
{
    result = new Array;

    result[0] = (acolor >> 16) & 0xFF;
    result[1] = (acolor >> 8) & 0xFF;
    result[2] = (acolor) & 0xFF;

    return result;
}

function RGBToColor(anrgb:Array):uint
{
    return parseRGB.apply(this, anrgb);
}

function brightChannel(achannel:uint, adjust:Number):uint
{
    if (adjust <= -1) return 0;
    if (adjust >= 1) return 255;
    if (adjust < 0) return achannel * (1 + adjust);
    if (adjust > 0) return achannel + (255 - achannel) * adjust;

    // If adjust == 0
    return achannel;
}

function brightNess(acolor:uint, adjust:Number):uint
{
    var anrgb:Array = colorToRGB(acolor);

    for (var i:int = 0; i < 3; i++)
        anrgb[i] = brightChannel(anrgb[i], adjust);

    return RGBToColor(anrgb);
}

Upvotes: 1

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